Hey yall! I’ve become addicted to interactive fiction over the past year, and after running through all the available games in the particular style I like, I’ve decided to write my own.
Introducing Beyond the Gilded Veil!
The game itself incorperates several elements that I’ve liked, or disliked the absence of, in other games such as:
- An elaborate combat and magic system
- Actual references to the player’s appearence throughout the game
- Gender-choice romance options
- Dialogue that dosen’t sound weird and unatural
Summary
Beyond the Gilded Veil is a grimdark fantasy interactive story where you take the role of an heir apparent to one of Aurivale’s most powerful noble houses. An anomaly of nature, in a world where every noble holds the One God’s gift, you are the only one to have somehow escaped His notice. Despite this, your claim to the pa(ma)triarchy holds strong, and your arranged marriage to the Prince(ss) even stronger. What could go wrong?
You can immerse yourself with a fully customizable protagonist and choose what path you will take. With a (mostly implemented) extensive magic and combat system, you can be assured that every fight and every encounter will push you to your limits. And what is war without love? You will have access to a total of 7+ love interests* with customizable genders.
*1 introduced and partially implemented, 6 possible varations of technically the same interest introduced and to be implemented, and more depending on popular demand.
Current Version (v2.3)
63.5k words, prologue and chapter 1 complete, chapter 2 begun.
Devlog
More detailed devlogs can be found on itch.
v2.2 → v2.3
Fixed an issue where certain scenes were missing when downloading the game off Itch.
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v2.1 → v2.2
Save functionality is now available in the itch version.
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v2 → v2.1
Minor bug and spelling fixes.
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v1.5 → v2
I reworked Pythia’s character, expanded chapter 1, did some balance changes, and a couple other things. Word count has gone from 48k to about 63.5k.
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v1.1 → v1.5
I’ve released a potential prologue to (obviously) add to the world-building before the first chapter. About 6k words total, link at the bottom.
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v1 → v1.1
Hey yall! Got cracking on starting chapter 2, and I’ve now realised how grossly ive been underestimating how long this’ll take. Anyways, word count has gone from 32k → 42k, and I’ve made a couple changes:
- Fixed a bug during Pythia’s ambush where the combat focused “stand your ground” action was mistakenly checking intrigue.
- Replaced skill checks with the required number (Low Speech → Speech 10).
- Options that increase a skill will now indicate so.
- Reworded some text and dialogue.
- Chapter images will now display “Chapter X” if they fail to load.
- Introduced a new opposed stat: Corruption/Control. Succumbing to corruption allows your gift to take hold, granting you immense power at a rapid pace, but are you ready to pay the price?
- Introduced 6 new spells
- Compiled loose downloadable file into a playable .exe.
I’d suggest waiting until I deploy more updates before going back into the game, for all those who’ve played before. There’s nothing more anyoing then playing the same chapter over and over again to get to the new part. But you am I to judge, y’all can go ahead and blow up my analytics for all I care. Toodles!
Planned Progress, and Spoilers (update every ~2 week)
Upcoming features
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Chapter 2 progress. (Obviously.)
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Romance list: I keep saying I’ll do this, and never get to it. Next version, trust me!
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Companion/Party System: Essentially, you’ll be able to hire/befriend allies who can fight with you, acting on your turn. Each will have a different class, being Front Liners where they mostly tank damage, Mid Liners where they mostly deal damage, and Back Liners where they mostly do support actions. Each will have their own skillset and fighting style.
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Companion list: Like the romance list, except for combat info on the avaiable companions.
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Story type (Narrative/Balanced/Combat) : Narrative mode will bypass all combats for the story enthousiastes, Balance is like the game is right now, and Combat will have less forgiving combat, and remove the respawn mechanic. Once you die, it’s over.
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Inventory/Equipment/Items: Pretty self-explanatory. You’ll be able to find different swords, armors, rings, and all the fun stuff with passive or active effects to mix and match. Items will just be consumables, so healing potions and the like. I’m aiming to add another layer of combat with this.
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Combat AI types: Currently, the enemies just randomly select combat actions (The soldiers, Pythia). I’ve started to shift to more of a hybrid verision where at a base the action choices are random, but are supplemented with conditional statements styling the enemy into a particualr fighting style (Aldrich). In the future, as the enemies get stronger, so will their combat AI.
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Combos/Mix-ups/Fake-outs: Piggy-backing off the point right above, enemies will begin comboing attacks, so essentially take the same stream of 3 or 4 attacks in a row that synergise into one another. Mix-ups are when the enemy randomly swaps out an attack in a combo string for a other, and Fake-outs will be where the enemy just straight-up lies to you about what attack they’re preparing. So the flavour text will present it as if they’re parrying, when they’re actually going for a cleave. There will be clues something isn’t right, however, so stay on your toes.
Potential features
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Utility Theory: As the enemies become more complex and more features are added (not just as I implement them, but as the game progresses), simple hybrid combat AI wont cut it. So, I’ve begun to experiment with Utility Theory and its feasibility in a choicescript environment. With the limited data manipulation options, it’ll certainly be a challenge, but so far it looks possible. So get ready for some challenging bosses that don’t just go around randomly bashing bushes. Who cares if I have to create 16 thousand variables because choicescript doesn’t have god-damn dictionaries or classes, WE WANT SMART ENEMIES!
- Good link if you’re interested: An introduction to Utility AI - The Shaggy Dev
- If you or someone you know has accomplished something like this or has an idea how to, please get into contact with me.
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Damage types: Different spells will maybe have different damage types if I feel like implementing that.
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Weaknesses/Resistances/Immunities: Arm and arm with damage types, different enemies will have different resistances or weaknesses, for you to find and exploit. Maybe. I feel like it.
Next Version Fixes (Bugs/Errors I know about)
- Several spell’s texts appear incorrectly in the Spell book.
- Pythia’s second lance may not execute flavour text on a miss.
This is my first game, so please go ahead and leave comments and suggestions. I’m learning as I go.
Demos:
Itch: Beyond the Gilded Veil by MightyBane
COGDemos: CoGDemos