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KickStarter Alder's Blood: Definitive Edition - Victorian-fantasy tactical stealth game

CryptRat

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Developer
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Messages
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Kickstarter: https://www.kickstarter.com/projects/167825245/alders-blood
Kickstarter 2: https://www.kickstarter.com/project...ood-a-victorian-western-tactical-stealth-game


https://aldersblood.com




https://af.gog.com/game/alders_blood?as=1649904300
https://af.gog.com/game/alders_blood_prologue?as=1649904300

https://forums.tigsource.com/index.php?topic=62813.0

“Thy Hunter’s a light, covered in mud, fell through the dark days, he’s dear God’s delight.”
In a world, where the nature had gone mad and hostile, the cold steel of a rapier and a gun are like a blessing from the civilization. The only thing you know about your enemy is that somebody called them Darkness. It is one, but they are many.
Lurking in the woods of Alder’s Blood you’re pinned down to have fangs just to fight fangs. Lead the group of Hunters, God’s delight, a last gift for the purged grounds and souls of tormented peasants giving them the last hope in a world, where a promise means nothing.
“I don’t trust my doggo anymore” – one of the peasants.
In Alder’s Blood, people completety lost the leftovers of their trust to nature, even to the pets – the loved ones pupils, that should bring a smile on somebody’s face. No one wants to see a raised companion becoming a wolf. People watched the growth of shiny fangs and deadly claws. Then, the villages started to dissappear completely covered by the inescapable dark blood mist of the Darkness.
Swamped in the mixture of blood and mud, Alder’s Blood will be a turn – based tactical strategy game, where the nature is ruled by pure madness.
Full description :
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Alder's Blood came to our minds as a crossover of some of our favourite games: Bloodborne, X-Com, Darkest Dungeon. We believe that with inspirations like these we can't go wrong. Of course, these are just an inspiration, the game will be full of our own solutions.

Alder's Blood will be a a grim, dark and damp turn-based, tactical, strategic, 2D game. Lead a group of Hunters, God's Delight, sent there by His Divine Majesty himself to a world, where nature have lost her mind and repelled to the civilisation. Use cold steel and trustworthy rifles or guns to fight back.
1c9ab0df0421bf0a9f78f9a20363b476_original.png


"Thy Hunter's a light, covered in mud, fell through the dark days, he's dear God's delight."

In a world, where the nature had gone mad and hostile, the cold steel of a rapier and a gun are like a blessing from the civilization. The only thing you know about your enemy is that somebody called them Darkness. It is one, but they are many. Lurking in the woods of Alder's Blood you're pinned down to have fangs just to fight fangs. Lead the group of Hunters, God's delight, a last gift for the purged grounds and souls of tormented peasants giving them the last hope in a world, where a promise means nothing.

"I don't trust my doggo anymore" - one of the peasants.

In Alder's Blood, people completety lost the leftovers of their trust to nature, even to the pets - the loved ones pupils, that should bring a smile on somebody's face. No one wants to see a raised companion becoming a wolf. People watched the growth of shiny fangs and deadly claws. Then, the villages started to dissappear completely covered by the inescapable dark blood mist of the Darkness.

e1df188b7b66bdc147c7f13422c174a6_original.png


- (almost) no RNG system in the base mechanics; forget all the missed shots fired just 1 meter in front of your enemy;
- don't worry or worry a lot - the game can still surprise you in many different ways instead of using the RNG system every time;
- always be on your toes - in addition to Action Points, you need to pay attention to the level of your Stamina (check “Combat” below);
- know instincts better than your foes - enemies cannot only see and hear you, they can also SMELL your fear crawling down your spine by our own scent tracking mechanics;
- hand drawn graphics - we draw all the graphics ourselves using only our bare hands;
- grim and dark ambient - soundtrack composed entirely by Adam Waleszyński, guitar player of the most popular polish post-rock band, Tides from Nebula;
- strategy: map will be always your old pal - prepare yourself for the quests by navigating carefully on a world map;
- BOSSES, BOSSES, BOSSES.

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Alder's Blood is a mix of tactical and strategy game but in a classic approach to the genre. To make the game more interesting we removed the RNG systems from the main mechanics of combat, changed the way our characters act (Stamina instead of Actiom Points) and gave the game a possibility to rapidly change the tactical encounter through Darkness System.

On the strategy layer of the game we will prepare for mission crafting hunter's equipment, scouting terrain and perform experiments on our prey. The world and the one who live in are in our hands. NPCs can and will die and only our actions can save or condemn them. Tailor your own story on your hunt for the God.

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Every action costs Action Points (each character has two) and Stamina Points. Stamina will partially replenish at the start of your next turn. Use your resources wisely as there are many enemies lurking in the night. A smart Hunter is always vigilant, feeling the presence of sharp claws in the darkness. Be carefull and observe the stamina pool - do not use all of it fighting with one enemy. Exhausted Hunter (with no stamina left) is completely defenceless and can be knocked down easly even after confronting the weakest enemies.

12d8467876cf3f979a325e994ae096c0_original.gif

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Cooperation is probably the most important word, that you need to be familiar with. Combine your characters' abilities to prepare a solid team, bloodcurdling even for the strongest creatures. Remember that lonely hunter is – more often than not - a dead hunter. There are a few different classes of Hunters. Every class has it's strenghts and weaknesses. Classes has its own, completely different and unique sets of usable weapons and skills. Hunter will be able to overcome the raw and unpredictable habits of the Nature combining the skills and weapons. There's no one universal way of doing it.

Some of the abilities can inflict a special effect on its target. This factor affects both hunters and enemies. The combinations of special effects can be highly effective when eliminating beasts or crushingly devastating when inflicted on your hunters.

2199d717328d17dddb48821b0d445166_original.png

09c0130fdacde3aa6ff9beec94a1918a_original.gif


"Please, please, please let the Hunters knock on these" - a song sang quietly by children dancing near the village's gates.

Who are Hunters? No one really knows, they came from nowhere. The church teaches believers, that they're God's delight, sent by the Shepherd himself. They came to begin the Hunt - the last battle between human and a monster, between civilization and the nature.

The image is showing 3 Hunters, but there will be more...

0880a1aaf2a68876e428742f54f56bb2_original.gif


8933661b8cde33b01048a33b5abfd8ae_original.png


In Alder's Blood you need to hide from the sight of the beasts. Thread carefully and don’t make any sound, otherwise you will alarm them. Precisely observe the wind, as your smell can lure your adversaries to you. Exactly - the enemies can smell your natural odor.

Every hunter produces scent that can be catch up by a beast to track down our character. Wind will affect the scent, transporting it on the battlefield. Plan accordingly and stay not only in the dark but also windwards.

0e74828416602549d4c2dd9c752108da_original.png


Often called “The Filth of Earth” or “Nature’s Wrath”. People faced monsters for the first time during the first flood of the beasts. This cataclysm was remembered as the greatest thread that ever happened to the mankind. These deadly creatures are always hungry for human flesh: they will hunt down anyone who is foolish enough to approach wilderness without preparations.

fee00e06717f4c343ab3f543be315274_original.gif


Lots of beasts were humans back in the day. It does sound frightening, doesn’t it? Imagine your dearest child turning into something evil. In the times of doubt, The Church is teaching its followers that good men are safe. Unfortunately even lower bishops know that this is a lie. The corruption cannot be controlled: your social status or the depth of your pocket doesn’t matter in the end.

Transformations can shape into many forms. Some villagers become lycanthropic and loose their minds for an endless pursuit of fresh meat. Others evolve into bat-like form. They lure their prey to the lairs just to feed on their blood. The most unfortunate ones have to merge with oxes or cows. Those souls suffer eternal damnation, because they regain parts of their minds inside broken and scarred bodies.

Beasts possesses inhuman strength and instincts that only Hunters can match. Thankfully, most of them are not very smart: a clever Hunter can easily trick them. Hunters are also always aware of the Alpha Beasts, as these ones are much more ripped and bigger than their bretheren and can guide their minions to inflict serious wounds even to a group of well-equipped Hunters.

49ba5d6425eab1c4737e98517a189cab_original.png

More info soon!

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Once in a while, the Hunters will face real struggle. Bigger, known for centuries, terrifying creatures grew their power on the flesh of countless victims. Those unholy elders are called The Apostles. Touched by the God himself, these enemies are a challenge of it’s own. Every each Apostle has to be tracked down firstly. Hunter will gain the insight and will look for clues in the area to find a lair or nest of the Apostle. The team has to be prepared for a gruelling duel, as the defeat of the Apostle is the only chance of tracking down the Fallen God.

4a00d304bc843b995919cd0d93be9e78_original.gif

Last update :
Finally we can show you some gifs with combat in Alder's Blood. Remember that this is still a work in progress and the game is in very early phase of development. Animations needs an improvement - that's the most important thing.

ba78bd58a9b848b04dd7858f6c7066c3.gif

Rambler fighting a Werewolf.


Turn-based combat
Tactical combat in Alder’s Blood is a turn-based battle with the hex-grid navigation system. Every quest has its own purpose (eliminate the enemies, steal an item, escort, defence civilians), which can be obtained only by the wise use of our characters’ skills.

12d8467876cf3f979a325e994ae096c0.gif

Jaeger is placing his Arquebus (musket) on a Bardish and shooting the Werewolf.

The world is covered in constant dusk. “Day” and “night” are no longer a thing. The lunar light of the Moon ceaselessly illuminates the dark; a grim reminder of the curse.
Battles take place in the dark, so the visibility is limited. Only a good strategy will allow us to survive and fulfill the purpose of the mission.

cad65793419fab9b18d10836247828da.gif

Antiquarian is healing his fellow, Jaeger.

Use your resources wisely as there are many enemies lurking in the night. A smart Hunter is always vigilant, feeling the presence of sharp claws in the darkness.
Every action costs Action Points (each character has two) and Stamina Points. Stamina will partially replenish at the start of your next turn. Be carefull and observe the stamina pool - do not use all of it fighting with one enemy. Exhausted Hunter (with no stamina left) is completely defenceless and can be knocked down easly even after confronting the weakest enemies.

bardish.gif

Jaeger fighting the Alpha Werewolf with his Bardish.

Remember that lonely hunter is – more often than not - a dead hunter.
Cooperation is probably the most important word, that you need to be familiar with. Combine your characters' abilities to prepare a solid team, bloodcurdling even for the strongest creatures. There are a few different classes of Hunters. Every class has it's strenghts and weaknesses. Classes has its own, completely different and unique sets of usable weapons and skills. Hunter will be able to overcome the raw and unpredictable habits of the Nature combining the skills and weapons. There's no one universal way of doing it.

Some of the abilities can inflict a special effect on its target. This factor affects both hunters and enemies. The combinations of special effects can be highly effective when eliminating beasts or crushingly devastating when inflicted on your hunters.

alpha.gif

For a nice goodbye - angry Alpha Werewolf
wink.gif

Previous ones :
Hunter's Profiles: Rambler

RamblerOnHorse-608x1024.jpg


Do you remember the text about Jaeger, ex-officer, very brave and praiseworthy Hunter? I think this is the right moment to change the vibe a little bit and present someone less noble, someone like Rambler.
Rambler never hid his true nature, which resulted with many friends and many enemies. Peasants were always by his side, welcoming him with open arms, as he never refused to help them fight the beasts that haunted their household.

RamblerProgress-768x837.jpg


The situation in the cities was a bit different. New reforms in the Church began to place Hunters in less favorable light, questioning their devotion to fight in the name of Civilization.
Unfortunately, there was always a demand for Rambler’s skills. Even the aristocracy (whether they like it or not) had to hire him to wash their hands from “dirty jobs”.
Attacks of the creatures had became rare, as it has been several decades now since the First Flood of Beasts. The result of this situation is quite obvious – no demand for Hunter’s work anymore. The world is slowly forgetting their heroism and sacrifice. Even the peasants closed their door in front of the Hunter’s faces.
In order to survive, Rambler had to take every humiliating job. Ever since, he has been on a downward spiral. People started to treat him the same way, as they treated beggars and lepers.

RamblerIdle.gif


The threat of another Flood of Beasts appeared, when the sky became murky. Our old Rumbler has to dust off his old gear, but he was in bigger struggles for years. The biggest issue is to overcome his alcoholism, to be sober and clear minded to fight for the survival of mankind.
Rambler was meant to look like someone who had his glory days a long time ago and after good years he spent most of his time travelling. He is wearing an old, covered with mud traveler’s mantle and a hat – once even decorated with beautiful buttons, now just a piece of skin that protects his head from the rain.

RamblerConcept.jpg


His equipment is not very sophisticated either. His weapons are mostly “ugly” pieces of unfinished steel, more similar to gardening tools than to a typical melee weapons.
The animation below shows the moment of attack (with Mantis Flail). This primitive piece of steel works on the principle of centrifugal force. After taking a swipe, it releases an extra blade, increasing the actual range of the weapon.

RamblerAttack.gif


We can also use another toy, called by us a “secateur for heads” – big scissors, mainly used to maim the opponents.
The last but not least, Rambler has a crossbow. The reduced range and amount of damage is compensated with silent shots. Crossbow has always been a perfect tool to eliminate enemies without making any noise.

RamblerWeaponsUsage.jpg


Looking from the gameplay perpective, Rambler is just a “typical” Hunter. He’s intended to be useful for both close and long distance combat.
He doesn’t have any specific profession, but he has access to most of the tactics (mainly through “one-time” items). He’s like a Han Solo of Alder’s Blood.
Concept arts of the new Hunter in Alder's Blood, Occultist. The last image is the newest one. We decided to make this one a mysterious character, who never removes the mask. We will post a bigger article about the appearance and the backstory of Occultist.

w5sf_MKIW59xDwDDN8JxXU5c8N8KogXndNGvLO2hb1Y.png
 
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thesheeep

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Too much stuff being shamelessly ripped off of Bloodborne. To be inspired by something is one thing, but this is just gross.
Eh?
Isn't Bloodborne the console exclusive Dark Souls copy?
Not sure what that has to do with a turn based game that somewhat looks like Darkest Dungeons (the art style, I mean).
 

Hobo Elf

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Too much stuff being shamelessly ripped off of Bloodborne. To be inspired by something is one thing, but this is just gross.
Eh?
Isn't Bloodborne the console exclusive Dark Souls copy?
Not sure what that has to do with a turn based game that somewhat looks like Darkest Dungeons (the art style, I mean).

Wut? Bloodborne shares mechanics with Dark Souls, but it has its own stylistic look and feel to it. Also both games are made by From so it can't be a blatant ripoff if it's coming from the same source. This game, Alder's Blood, not only lifts the art style at a 1:1 ratio from Bloodborne, it also blatantly copies character and outfit designs and weapon designs that are unique to Bloodborne (called trick weapons).

Take this concept art for example:
RamblerConcept.jpg

Clearly they were "inspired" by (copied from) the Yharnam Hunter armor and the top weapon is the Saw blade. It's all too close for comfort for my taste.
 
Last edited:

CryptRat

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Developer
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Messages
3,558
Our first update on the stategy map for Alder's Blood. It still need some work, first of all - we have to add the region's borders. Also, some animated clouds would be nice and few other details, but we hope you like it!
DOXOHbbXkAAmQhV.jpg
 

SerratedBiz

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I'm not crazy about those hex maps, they look too small to be tactically challenging. Otherwise, if they want to rip off Bloodborne, go for it. I couldn't care less.
 

CryptRat

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Messages
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occultist.gif

Hey!
This time we will talk less about the backstory of our Hunters; it is time to tell you more about the creation process.

In the beginning, Occultist was ment to be greatly inspired by the appearance of the nobles from the Polish–Lithuanian Commonwealth from the turn of XVI and XVII centuries. If you are Polish, or you’re into Polish culture and history, you’ve probably heard of Pan Twardowski. You’ve got +100 points of awesomeness, if you’ve already noticed the similarities between Pan Twardowski and Occultist.
If you did not – Pan Twardowski was a Polish nobleman, who made a pact with the devil. In the end: he was smart enough to fool the devil and save his soul. Twardowski was a kind of sorcerer and an alchemist. I liked this concept very much, so I decided to form our new Hunter this way.

So, we had the basis: a nobility costume, XVII century, Poland.

Alder’s Blood is not a historical game, so I wanted to stir up a little bit around the subject. I had tried multiple ways of approach: more classic, “fairy” hood; turban; Polish Hussar’s “szyszak” helmet…I tried it all, but still – something was wrong.
The hood reveals too much about the face. Our vision of Hunters was: “we don’t show their faces”, so the idea with hood was turned down immediately.
Also, the Hussar’s “szyszak” did not fit with the unarmored character. Adding elements of the armor did not help and brough him dagerously close to Antiquarian design (we’ll talk about him another time).

Out of ideas, I found myself to be left without a solution. The most exciting (for me) character design was falling apart in front of my eyes. I couldn’t find the proper headgear and I was completely helpless.
I decided to ask Alex for help and together we realised, that we shoud seek for solution far to the East.
Middle East was our first destination and it inspired us to cover Occultist’s face with a bronze mask, solving the problem with revealing too much of a face.
We’ve covered his head with natural fabric, added a spike at the top of the mask. It was better but still not enough.
We were looking for a proper fabric pattern, and – by the accident – we’ve found some interesting pictures of traditional Tibetian clothing, especially the caps.
…That was it!
OccultistProgress-1024x717.jpg

Few hours later, we’ve shared a sketch of Occultist on our social media and somebody pointed out, that the mask looks like Vega’s mask from Street Fighter. Such a comprasion was not what I expected, but the guy was right. I decided to get back to it and solve this problem later.
Occ.jpg

Besides the mask, his ‘levitating book’ also did not work very well. I wanted to use it during the design process of a different character and I felt that I can figure something out just by using more creative approach.
Shortly after, it dawned on me. “Let’s remove his eyes and put them into his hand!”. “Not bad” – Alex said.
So the Occultist lost his sight…Well, almost. Instead of the book, I gave him five lavitating eyeballs. In a matter of fact, we can say that he came out pretty good on this business.
As you can see, the process of creating a concept art can make a mess in the history of a character. Now we have built a good starting point for our minds to generate an interesting story behind the Occultist: “Why did he removed his eyeballs?”; “Does he did it, or someone else?”; “No one has so many eyeballs!”; “There’s definitely more underneath his mask”…
OccultistFinish-746x1024.jpg

Looking from a gameplay perspective, Occultist is a character specialized in supporting our Hunters. He will be able to “send” his eyeballs for scouting purposes. He can also make the enemies weaker or “cut off” the part of the map isolating his team from the monsters. Also, this character is the closest one to the Darkness. If you “overuse” his skills, you’ve got to be ready for response from the Darkness itself.

That’s it, for now. We will return to the Occultis sooner or later. We will discuss his history and connections to the Darkness (maybe you guys have some ideas?).
 

CryptRat

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Developer
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Messages
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Seaside monsters:
23847186_161517754581225_3894784710316961163_o.png


[url=http://aldersblood.com/2017/12/11/whats-cooking-doc-the-smell-system/]What’s cooking doc? The smell system : [/URL]

Hello, my name is Kamil and I’m wearing hats of a designer and a programmer. I’m going to talk about smells today.

image_preview.jpeg



Hunting is a basic premise of our game and we wanted to base it on common senses. Sight and hearing were obvious, but I wanted to also include the sense of smell. This is not something many games have, but it seems an integral part of hunting (more so on the animals’ side).

Great, let’s implement the sense of smell, so… where to begin? I hit the (e)books, I started by familiarizing myself with the subject, I’ve read some hunting guides, watched some interesting lectures about how smells detection works and I’ve read many articles about olfactory nerves, smell particles distribution, diffusion, advection, weather patterns and wind. With all this knowledge, I can tell you now, that our game is not going to be very realistic, but I will strive to make it as fun as we can though.
image_preview-1.jpeg

Sadly I do not, I try though!
So the smell itself was a smaller problem, its propagation was a different matter. The first obstacle was molecular diffusion, the seemingly random movement of particles. It is SLOW, smell particles can traverse roughly a whopping 10 cm per hour – the poor werewolves won’t know what hit them. On the other hand we have advection, a method of transport by bulk motion, where smell particles are transported by air and the mysterious forces of thermodynamics governing it’s movement – so basically the wind. A better method, but it won’t allow for even distribution of the smell on the map, and also the “mysterious” part is not going to be in the game.
image_preview-2.jpeg

I’ve decided to boost the effects of diffusion, so the smell will try to even out it’s volume over it’s surrounding hexes much faster, and to simulate wind in a variable direction over the entire map (so sadly no localized Venturi effects or vortexes). I’ve also added a dissipation effect for the smell, so that it will loose some of it’s volume over time. Some parameters later, we can now easily simulate most environments, like a calm windless night, where a smell slowly engulfs the whole map, a rainy night where a smell is quickly suppressed by the falling water, or a windy pass at night, where a smell is mostly forced in one direction. And yes, the world is in perpetual darkness, hence the nights.

So now we can move smells around, but what really is “smell”? Basically, it’s chemical particles that float around in the air or can settle on the ground. It is possible to smell the ground, vacuuming some of the particles stuck on it, or just inhale the air, getting those particles onto our olfactory nerves. The chemical composition of the particle is then translated into the sense of smell as we know it. There is no need for that much complexity in our game, so I’ve abstracted it into an amount of smell particles per hex. This amount is later dispersed around the map for all to smell.
ezgif.com-video-to-gif-1-1.gif

And that gets us to the detection part of the smell sense. Wolves have a pretty awesome sense of smell, they can detect just a few particles and that is their primary sense when hunting. Our werewolves are based on them, so they will track our hunters primarily using their sense of smell, only from a very close distance their vision will take over.

We can set the minimal amount of particles any creature can detect. If a hex contains more particles, then a creature becomes aware of the source. A monster is not relying only on a thought, just that the source of the scent is there somewhere. Here is the point our mechanic and realism part ways. There is no way to detect smell remotely (for animals at least), you have to get those particles into your nasal cavity, and for that to happen you need to be where the particles are. So, until a unit moves to a hex, it won’t know what smells are there, or at least that is how it should be in reality. This is actually a separate problem for the hunters, but I will talk about it later. We’ve allowed enemies to be aware of smells on neighboring hexes, that would allow them to follow the trail and that was the plan for the stamina based movement. When we switched to the action-based movement we had to allow enemies to… Well, to cheat a little basically ;). They will know the volumes of smell particles on all hexes, but they will only follow the trail with the highest concentration, for the player it will look the same, and they will still be able to trick and ambush the enemies.
ezgif.com-video-to-gif-2.gif

What a great transition into a smell producing system. We can specify how many particles any object generates per turn and we can specify additional smell generated when spending stamina or just moving around, just to make sure that hunters always leave a tasty trail for the werewolves to follow. The smells of hunters will sum up and be treated as a faction smell, so putting all of your hunters together in one place for some time will create a large pocket of their smell that should lure nearby werewolves to it. Spreading around will decrease the total amount of faction particles per hex, but an unlucky hunter could still be detected and be left without immediate support. We will definitely tweak this system a lot during development as it gives us room to implement many fun abilities like baits, smell suppressing gear or traps.

Unfortunately this can only work like that for enemies, we wouldn’t like to allow players to cheat the same way :). Like I’ve said before, smell cannot be detected remotely, so the player won’t be aware of the smells outside of his hunters’ immediate areas. We’ve added a sort of smell-map for the smells of the player’s faction, so that we would know, where they can be detected or what path the creatures will mostly follow. Doing that for the enemies would make the player know the exact position of every enemy on the map, and limiting it to only the immediate area of the hunters won’t be very useful. That is something we are still working on, but we might have to leave it as it is. If you have an idea that you would like to share, please don’t hesitate, I’ll gladly hear you out.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://aldersblood.com/2017/12/16/the-strategy-layer-in-alders-blood/
The strategy layer in Alder’s Blood
DECEMBER 16, 2017 BY MIKE NO COMMENTS
Hi!

It’s Michał again. This time I will tell you more about the strategic layer in Alder’s Blood.

screeenshotSaturdayStrategyMap-1024x575.png

On the screen above, you will spend about 40% of the game time. You will plan your next moves, conducting research, managing resources and doing pretty much other stuff, that we will explain later.

The game world is divided into 4 main locations:
  • Putrid Grooves,
  • Salty Lock,
  • Freeholds,
  • Valley of Faces.
The appearance of the terrain (and the fighting grounds at the same time) is different in every location. However, the look is not the only difference. Each location has its own, unique types of monsters. The differences won’t just be cosmetic!
We want to use our Senses mechanics to completely change the style of gameplay, depending on the location we are in. For example: vampires from the Valley of Faces will mainly rely on their hearing. Also, Valley of Faces map will be filled with many terrain elements, that will emit sounds. Those sounds will alert monsters.

missionSelect.gif


Every location is divided into smaller subregions, each with its own storyline and a boss. Performing missions in a specific region will increase our level of control over that region.
By taking control over the region, we gain bonuses – different in every region (e.g. faster technology development or increased gold revenue).
When the region is finally in our hands, Hunters are able to set up a hideout in there. We can send henchmen from the hideout to scout the area and search for game’s trivia (mostly small bonuses or resources). Hired guns can also track down the boss of the area.

To fight the boss, we have to perform several missions, which are connected together by the game’s storyline. Every boss has his own appearance and style of fighting. The more information we get before the fight, the easier it will be for us to defeat it.

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What we can do about the regions? We can acquire control inside them, we can lose them, we can take them over. Every action requires time and resources, which we never got enough. All these factors will affect the storyline. For example, if we completely lose the control over the region, people from that area will probably die and the storyline will be presented to us from a different perspective than in the very beginning.

Opposite to the tactical view, in the strategy layer time flows linearly. We can control the passage of time in the User Interface (you can pause or accelerate the game). The time will automatically stop, if the event is coming to an end (e.g. termination of the research, finish of the crafting process).

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The passage of time is linked to the Moon Phase system. We are currently using 8 different phases (just like in the real life). Every Moon Phase will affect the game world in a different way. During specific phases of the Moon, some of the creatures will be stronger (e.g. werewolfs during the Full Moon). In addition, the Moon Phase can affect the Darkness System (increasing or decreasing its capabilities). While choosing a quest, we should think about our characters’ condition, the equipment and the enemies, that we will face during the Moon Phase.

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Between the missions, we will be able to research new weapons and equipment or finding out the nature of our enemies. Research, like most activities on the strategy screen, will require time and resources. The developed technologies will allow us to create items on the crafting screen. You will unlock more tactical possibilities for your characters.

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From time to time, the world of Alder’s Blood can be afflicted by the ‘World Event’. For a period of time, this event can strengthen some of the creatures. It can also increase the revenue of the resources or block specific situations (e.g. hold back the research for 5 days). World events can also put a player in front of a tough decision. “Will you spend 1000 gold to expand your characters’ range of sight for another 10 days?”. Sometimes, the possibilities can be “equally bad”. The player will have to choose the “lesser evil”.

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On the strategy screen we can also manage our characters. We will be able to check their status (active/not available, because of injury or other reasons). We can also check the level of our Hunter, manage the skill points or choose equipment. We will write more about this topic during the description of the characters’ development system.

That’s all for now. See ya!
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,558
Update:

1. We've decided to set our funding goal: 60 000$, which is quite reasonable, I think.

2. We're in the middle of the process of creating a video for Kickstarter. We're crafting werewolf's paws for it
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3. New weapons:

- first one for Rambler
- second one for Jaeger
- third for Boomer

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It's hard to think they'll reach their goal.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,558
It may be, I really like the over-the-top live action part of the 3 Age Of Fear trailers which are very refreshing compared with the usual standardized stuff,
but from what they've shown I also fear they're going for something more serious with a higher risk of a ridiculous result.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,558
Some gameplay :

The full update from here :
Hey! Here’s our first devlog with Alder’s Blood played in the real-time. As you can see, we did it in a video form. We hope you’ll like it! Remember – this is a very early build. Please, be understanding in terms of quality of this video, we will get better soon.


What’s new?

1. We changed movement system to deliver faster game experience. Hunters use now specified movement points – they can spend them freely before they run out of them. After that, Hunter’s turn comes to an end. You can move, use skill or a an item because of this system. Remember, that some skills can immediately end a turn of one of your allies. After all these actions, you will (probably) be able to move your character once again.

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2. Stamina system also had been changed. After the latest changes, the numer of stamina points determine the number of useable attacks that a character can receive before a Stun. Stun ends the turn immediately for a afflicted character, but the damage dealt by foes’ weapons is still a problem for our Hunters after a Stun. Furthermore, stamina’s got a few different mechanics, just to increase the depth of combat system; but that’s a topic for another time.
3. The Sixth Sense – something completely new. Every Hunter, aside from his “standard senses”, has this special ability of “feeling” the monsters coming. Far away from the field of view we will receive information, that “something” can be lurking in the dark part of map. We want to focus the “stealth aspect” of Alder’s Blood, giving the player a possibility of avoiding opponents that are not mandatory to fight with.
4. All these changes affected also Hunters’ abilities. Changed stamina system reduced the UI, decreasing the number of available skills, but without negative impact on the depth of gameplay. To sum up: gameplay is a bit more fast-paced, more smooth and much more enjoyable.

What we’re working on right now?

1. We’ve got a very expanded map editor. It looks a little bit like a process of building a house in sim games. We can rag and drop different things or items on the map and if something is already on a map in a specific place, it will be nicely highlighted in red colour – it means we cannot put something in this place, because something is already there. Our map editor is divided into categories, you can also edit already prepared items.
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2. We change controls for more context-paced approach. Cursor will change its shape depending on situation (for example: it will look like a hand if we would like to pick something up; it can also looks like “pluses” in healing situation or crosshair when character’s aiming at a foe). We deliver lots of smaller changes to prepare intuitive and convenient controls.
3. Strategy layer got a big boost. We want to create a situation, in which people – inhabitants of a main city – alone can bring some initiatives to the table. If people would have enough strength as mankind, they will be able to attack neighboring region. If they will take over this region, we – the players – will also get bonuses to our economy. By Hunter’s actions, we can support initiatives of a city for mutual benefits.
4. We systematized combat system, more precisely – we added different types of damage and resist mechanics; basically every important thing that you can encounter throughout the game. This is definitely topic for a whole new article. Just to mention a little – because of that changes we can introduce armours for our Hunters. Weapons also will be different in a case of different models of a same weapon.
We’ll get back to you soon with some new updates. To be up-to-date with out new stuff, follow our social media – we post new things pretty frequently.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,558
Hey guys!

We just run our Thunderclap campaign. It ends on 14th February and this is the date when our Kickstarter starts. Please, support us, we will be very grateful!
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Just simply support us with your social media
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https://www.thunderclap.it/projects/67393-alder-s-blood-kickstarter

EDIT :
Concept arts of the new Hunter in Alder's Blood, Storyteller. From a gameplay point of view she will fight mostly as a debuffer. She's a typical support, working in a second line of the team - maybe even a „glass cannon” (we still work on skills department of this character). Speaking about lore aspect, we imagine these debuffs as some old powers coming from ancient stories enchanted with magic powers. Some kind of maybe god’s words, usable in battle only for chosen ones - a typical person can die just from reading a single word. Hope you like this idea!
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CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,558




I don't think they'll reach their goal but I did my part.
 
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