Estheria: A Realm Divided (WIP) - Demo Reboot in Progress!

This will be the final imagery post of any kind prior to the Demo’s relaunch, consider it a New Year’s gift.

While I am limited on what I can from a UI standpoint, I have worked to stylize things and present contracts in a clean, cohesive manner.

Enjoy!

Contract Image #1

Contract Image #2

Contract Image #3


How do we feel about the presentation?

  • I love it!
  • I like it.
  • Neither here nor there.
  • Ehh. s’okay.
  • I hate it…
0 voters
3 Likes

this is looking so cool. i love how all the mechanics feel so far!!!

2 Likes

Thank you so much!

I am up… far too late my time coding up a storm in the first WiP build right now. Bright side is that it’s looking like the WiP relaunch will likely exceed 40k words in total content due to a surprise I am packaging in. :slight_smile: I’d rather let everyone have something else beyond just the rebuilt character creator.

2 Likes

So, going to actually let a cat out of the bag even if it was suspected, simply because I am going to need testers before I put this on a public branch and I don’t have enough private testers to ensure I can get this balanced in a reasonable timeframe.

I am hard at work on the following:

A single contract in The Pursuit path will be available in the WiP relaunch build.

There are several factors I am hard at work on, and this will actually service the broader game and accelerate Update 1’s development:

  1. I had to ensure that inventory code was up to snuff in some capacity as you’re able to carry traps.
  2. The location system and sequencer from The Frontier has been ported, including the code structure for determining locations so you can actively move around in the planning stage through four spots.
  3. The first iteration of turn-based actions and UI will be present.

Most importantly though… AI.

My first pass at individualized AI will occur in the contract present in the build. Your target monster will move and shift around the areas, altering them as you go. It needs to know where it is, what connects to that location, needs to be able to dynamically determine where it wants to go next, and also needs to be capable of interacting with the environment. In addition, it also needs to be able to react and adjust based on the player’s actions, which is a good bit of scripting.

Now for the bright side. In the last 3 days I’ve not only written a solid bit of that contract’s content, but I’ve also put together the descriptors for the area and nearly completed the planning phase’s development, alongside having built out functional inventory. The player can move around, and there is a risk of being caught by the monster early which triggers the pursuit!

This risk chance adjusts based on how much scouting you’ve already completed, and I’ve already built the initial bonuses to the Control (CTRL) stat based on how much planning you’ve done including trap-laying or just scouting.

There are going to be a lot of things running through this process that will ultimately benefit the whole game and accelerate development, but I am going to need testers.

As such, I am going to put up a poll with public display of votes for if you’re willing to test the Monster Hunter contract and are aware it may be imbalanced or buggy when I make the first build available within the next (fingers crossed) week or two. I’ll be rapidly updating the build, so things will change based on testing feedback.

Those selected will be reached out to, so please ensure your forums DMs are open!

  • I’d love to test this!
0 voters
6 Likes

Whoa whoa why can’t you be a tall dwarf and just make it instead of being 7 foot it’s like 5 foot so ya know still sho..I mean uh slightly below average size for a human but tall for a dwarf :laughing:

Anyway jokes aside really interesting stuff so far can’t wait for the release

2 Likes

Giving an update on development.

In the last several days, I have brought together an immense amount of code and work on the Monster Hunter contract for the Cinder Hound.

We now have the following active and functional. I’ve begun with the planning phase, which is at 70% completion.

  • A Realm Divided now uses evaluating conditions with multireplace and selectable_if statements to determine if you’ve previously been to an area in the planning phase as you will not be able to revisit it.
  • Based on the amount of traps in your disposal, text appends dynamically using multireplace to ensure its grammatically consistent.
  • There is now a risk calculation tied to your movements in the planning phase. While the first contract contains four areas to scout/plan/trap-place, you’ll find that with each successive movement, the risk of spotting the Cinder Hound increases substantially. This process is automatically calculated in the background.
  • In the event that risk calculation is triggered, one of two events (one with 2 options) will occur. You will either be spotted by the monster and the pursuit will begin with a disadvantage applied, or you’ll be given the chance to jump the monster early. Should you be given the chance to jump the monster early, you may also retreat and try to travel to another area to plan and scout/trap more, but this carries a risk of making noise and being spotted by the monster. Choose wisely.
  • While this will involve your actual experience in the Monster Hunting profession alongside skills and equipment in the proper game, for now, I’ve created a simulated scouting experience. When visiting an area, the game will roll between 1 of three outcomes per area. You’ll either make 1/3 discoveries, 2/3 discovers, or 3/3 (all) discoveries. These will be jotted into your notes. Your discoveries determine whether you can place a trap at all or boost your success chance when placing a trap.
  • When placing a trap, a success chance roll is initiated to determine whether the trap is laid down and operational, or whether it breaks. This plays out narratively in different ways.
  • You can check your notes, which append based upon the outcome of your scouting efforts and show you what you’ve seen in the areas you’ve scouted.
  • Your knowledge of the areas scouted contributes to an internal knowledge counter score, which determines a starting boost to the CTRL (Control) stat that is pivotal to assisting you in your hunt and applying PRS (Pressure) to execute the monster.
  • On top of all of this code, I’ve written about 2000 words of narrative content so far with probably another 8-12k to come for this contract if not more. :slight_smile:

Overall, I would say the last 3-4 days have been wildly successful in terms of planning and implementation, and a lot is coming together to form immersive gameplay that unfolds in different ways every time you go through it. This will set the bedrock foundations for Monster Hunting gameplay, but some of this will be altered when implemented into the normal game world and not part of this demo as I am simulating some things right now (simulating your skill stats, ect).

6 Likes

Stopping in to let everyone know I am having oral surgery to remove a badly damaged/infected tooth on Thursday. Due to extreme pain today, I have not been nearly as productive as I’ve wanted. That said, I did manage to continue some development, and have added the ability to attempt to set a trap again should the first attempt to fail, this time with increased chance of success as you now understand the mistake that led to the failure. I’ve added another 250 words on top of the code to tie into that.

Trap-laying is unique by area narratively, as I’ve devised reasonable details and processes towards how each/where each trap is placed/set in each of the four locations throughout the first hunt. Right now my work remains on the planning phase, though I did add some RealmMaster (revised name for WorldMaster) code today. Not much, but just a few starting pieces for if a pursuit begins by being caught by the monster.

Every non-player character whether it’s an enemy or otherwise has an intelligence factor planned for them within A Realm Divided. The RealmMaster governs how they act based reasonably upon their intelligence factor in things like combat, hunts ect. This is measured in a scale of 1-5.

    1. Relatively dumb and capable of making mistakes.
    1. Slower on the take but closer to the average. Less likely to repeat mistakes.
    1. Average. What you’d expect from the average person, so it’ll have a moderate bit of intelligence.
    1. Above-average. Not only is it unlikely for it to repeat mistakes in most capacities, it’s likely to anticipate movements and act accordingly.
    1. Superior intelligence. Good luck. You’ll be monitored, anticipated, and they’ll make every attempt to outwit you every step of the way.

I did a little bit of planning today for how I want to handle party members and their interactions from an automated perspective. As they level with you and gain equipment, you will have the ability to invest skills in them much like if you control them yourself. These skills may also improve and gradually raise their intelligence factor, allowing them to better read situations. This will be subject to a shit-ton of testing and balancing because I need to ride the line between ‘too-stupid and frustrating’ early on and ‘reasonably-new to their adventure just like you’ for intelligence factor 1/2.

I’m going to code their AI functionalities separately from the general intelligence-factor code for this reason, as I want your party members to be more nuanced.

How do you feel about the RealmMaster as I talk more and more about it?

  • I love it and am super excited for it!
  • I like the idea of it.
  • Pretty neutral honestly.
  • Not too big of a fan.
  • Not on board at all. Remove it.
0 voters
3 Likes

Hey, everyone!

Stopping in to let you know I’ll be resuming work on Monday on the game. My tooth extraction turned out to be a ‘traumatic’ one due to the tooth breaking apart mid extraction and so I’m in quite a bit of pain from the process. Going to take some time to relax and recover this weekend. I’ll be hard charging ahead on Monday and we’ll keep this train moving. :slight_smile:

8 Likes

Really sorry to hear it - hope you feel better as soon as possible, best of luck.

1 Like

Hey all. Still down and out for the count for the weekend to come, but as we know Monster Hunting will be the first profession implemented in Estheria: A Realm Divided.

As we have a gathering profession, I wanted to once more launch a poll. While Artificer largely led the first poll, I’m going to create a more target focused poll tied to the top two options from before on which will be the first crafting profession implemented.

We all have a solid idea of what Blacksmithing is simply because we’ve seen it in games one too many times before, but not many know what Artificing would be. So, let’s talk a little bit about it.

A blacksmith shapes steel, a mage shapes aether, what if someone shaped both?

The Artificer profession in Estheria: A Realm Divided uses magic and metalworking to weave the impossible to life. You’ll find yourself capable of creating runic sigils infused with aether that’re bound and implanted into your weaponry and equipment, providing unique buffs.

Further, you’ll have the capability to fulfill contracts for crafting machinery, while also creating special traps and items that can be used to alter the outcome of special situations.

However, and most importantly… You’ll create automaton companions.

Artificers will infuse aether and metal together to bring constructs to life, serving as brief-use companions that can assist in combat in addition to your party members, but who can also provide special use scenario options that will be hidden throughout your adventure. These will not be cheap to create, but are well worth it.

As for lore?.. Artificing is the profession directly responsible for the survival of the Aetherial race.

So, once again, which profession would you prefer to be implemented first?

  • Artificer
  • Blacksmith
0 voters
1 Like

Weirdly, I’m actually more interested in what Blacksmithing can do! Not because I’d prefer to see Blacksmithing; if I were to play the finished game, I’d 100% pick Artificing, but because Artificing sounds so much cooler than smithing (enchanting magic items? making automata!?) that I’m really curious as to how shaping steel could possibly compete, haha.

While the game does feature drop tables and the option to gain and even farm legendary gear, you’ll find several features within the Blacksmithing profession:

  • Create gear from scratch using a variety of materials, with your capabilities scaling as your skills and ranking in the profession do!
  • Every piece of gear may be enhanced using additional materials (and additional difficulties) up to + 5 ‘gear levels’ with each additional gear level bringing a sizable upgrade. (Think Runescape after Adamant if you’ve played Runescape 3).
  • Blacksmithing is a critical skill for crafting many materials needed in Artificing and other professions, and also will be responsible for the creation of 60% of the materials needed in building and upgrading your pocket realm-base camp.
  • As common metals and materials are some of the most desired items in the realm, Blacksmithing contracts will be some of the most lucrative ways to earn additional gold should you so choose.

More to be revealed down the road, but it’s certainly not a hollow option!

EDIT: I should clarify that gear creation tied to Blacksmithing is metal gear only. Leatherworking and such are more beneficial to archery and the like!

2 Likes

Something of note as well to further clarify on contracts.

Contracts will not always be available for constant repeating. I have plans to create a form of ‘time’ within A Realm Divided, so you’ll need to go do other things for parts of the economy to move, contracts to generate/refresh.

It’ll be a complex system so it’ll be implemented more down the road, but nonetheless. Blacksmithing due to its necessity is considered priority within my designs for the timescale and contract generation system. You’ll find that Blacksmithing almost always has 2 or more contracts available.

1 Like

For those who want less gameplay and want to story-dive, they’ll certainly be able to do so as I will be creating difficulty modes that tone down or outright skip/simulate combat.

However, A Realm Divided is fashioned as 20% IF, 80% RPG in a text-based format. Expect a lot of RPG systems for those who really love the depth and meat and grind.

I don’t have the resources to make a visual RPG or I would. But I do love to write, and craft, and this gives me the opportunity to make a huge RPG in that medium.

Do what you want. Explore. Craft. Engage in fun gameplay loops with plenty of minigames and more that’ll be fashioned out over time, delve into deep quests with branched stories, and more.

3 Likes

Damn yeah hope you recover well i went to bad place and Ive Ben dealing with the effects of that for many a month😢

1 Like

Following up on the mention before.

My weekend of recovery is going slowly but steady. I should be ready to hit the ground running come Monday!

As mentioned, A Realm Divided is being developed as a text-based RPG first, and IF title second.

This involves focusing on several in-depth elements that are not traditionally found in other IF titles:

  • Exploration. (Of course, we have story exploration in plenty of titles, but this is a bit… different.) You’ll get to explore different locations throughout the realm of Estheria, and during your travels these environments will have plenty of locales that are designed to be interactive.
  • The Quest System. Both Adventures (Main Quests) and Stories (Side Quests) are present, and will take you through a variety of locations as you experience many stories that differ and unfold throughout the journey.
  • Crafting/Gathering systems. You’ll experience many gameplay loops that are unique and interact with several mechanics. All of this is full fledged with reputation systems, rewards, recipes, crafting materials, and more.
  • Right off of the jump, you’ll also experience procedurally generated contracts tied to these professions that award profession XP, Tessetts (currency), items, and more. These involve fulfilling orders for certain items, including items of certain quality levels.
  • RPG turn-based combat. While your partners/automatons are AI controlled, you’ll have full scale turn-based combat with enemies that’re reactive through backend subroutines and code.
  • RPG systems such as XP/Levels, Stats, Skill Points/Trees, and more.
  • Base-building using your pocket realm-camp and community growth which involves upgrades and introduces new functionalities/features/mechanics.
  • Minigames that allow you to gamble and enjoy to your heart’s content.
  • RPG-sized inventory system with many categories.
  • Fully developed loot system with loot/drop tables, item rarities and stats, and more.
  • And much more.

As you can see, this is a lot of depth. I am ultimately not looking to make interactive-fiction with the titles I produce and intend to publish through Hosted Games, but text-based RPGs that have deep narratives.

So the question I have for everyone is if you feel I’ve made that clear, and if that’s what you’ve signed up for.

  • Yes. I’m 100% looking forward to this as a text-based RPG.
  • Oh. I thought this was going to be mainly an IF title.
0 voters
3 Likes

Hey how are you doing so I don’t know if this is opposite the rules anyway is there a link for the game

Hello!

Originally, the base Demo/Character Creator was available via DashingDon. When DashingDon closed I was inactive when the transfers happened and didn’t get a chance to request a transfer to CogDemos.

The new build has many many things different but is also not fully finished and as a result is not yet ready to be uploaded to CogDemos. Because the original link was broken, I removed it. The original link was present and active and due to means outside my control was no longer viable and was a very very outdated build to begin with.

The new build will go live as soon as the Monster Hunting Introduction (1 contract) is completed. The moment this build is completed you’ll experience an overhauled Character Creation/Prologue and the Monster Hunting Demo. My hope is to complete this as soon as possible to get the link live again.

2 Likes

Of course I will waiting for it

Decided to jump in a bit early and do some design work tonight.

Early on in A Realm Divided’s original development, I discovered that any changes made within the Stats page were not saved as an engine/language limitation, as the engine creates a separate game-state/scene to display and revert with the Stats page.

This posed a dilemma as it prevented quick menu access for equipment and inventory management, party upgrades, and more.

My solution for A Realm Divided’s development is your pocket realm. Using aetheric energies and ancient magicks bestowed upon you by the Keeper of the Rift, your party will have access to a small area within the InterDimensional Rift that can be accessed when the situation allows.

When accessing your pocket realm, you’ll be able to interact with and use your party’s Base of Operations, which will gradually be expanded/expandable throughout your journey in the Realm of Harmony. The Base of Operations will include features such as:

  • Saving your game using the Checkpoint System.
  • Swapping out equipment for your Hero.
  • Accessing and interacting with your inventory. (You can access your inventory in a ‘view-only’ mode from the Compendium (Stats page) but will not be able to interact with items.
  • Altering your party members strategies for combat.
  • Interacting with your party members such as having conversations (if available).
  • Resting to restore your stats (this is limited in use and requires the passage of time in game to refresh).
  • Upgrading the Base of Operations to add features such as The Armory, The CraftWorks Station, A Guild Hub (crafting/gathering related), Minigames/Gambling, and much more.
  • And so much more.

The Base of Operations will be a significant piece of development throughout the game as I add additional functionalities to it. I am not sure if this will be available for the first time in Update 1, but my goal is to add a stripped down version of it so there is some camp access.

Either way. Tonight, development continued on the Monster Hunter contract.

4 Likes