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KickStarter Scarlet Republics - turn-based RPG set in Mediterranean fantasy world - CANCELLED

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/projects/167245551/scarlet-republics/posts/2968555

Stretch Goal #4: Renaissance Story Cut-scenes | Community Goal #2: Who's a Bueno Dogo?

Buongiorno!

We did it again! The Mercenary Contracts have been signed and delivered to the company annalist and we have a new stretch goal to reveal to you guys!

Stretch Goal #4: Rennaisance Story Cut-scenes
Most of the game’s story is told through dialogue between the characters. And that’s how it should be, personal and relatable, but, at certain pivotal points in the game’s narrative, we would love to have the ability to flex our epic fantasy muscles and bring the story alive through storybook cut-scenes set in a gorgeous Renaissance art style.

Here's an early concept:

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In these scenes, we can do more with action, setpieces, mood, and ambiance than what’s possible with just the dialogue. It will improve one of the vital parts of the game. Its story. Let’s get there together!

Woof! Community Stretch Goal #2
The next community stretch goal has also been revealed, and as hinted in the last one, this one has bite and bark!

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Bring a fierce warhound to battle as the Blackwings company mascot. Koba is an extra character with its own skill trees, and your very own best boy... or as Akos put it when he designed it: "The next f**king Baby Yoda".


We've also added new ways for you to support our community. You can now also help bring Koba to the game by:
Do you want to help?

Just post this message to Twitter & Facebook right now:

-

New stretch goal revealed! 48 hours left to #DoItLikeDaVinci! Support Scarlet Republics and earn sweet rewards on #kickstarter: http://bit.ly/daVinci2FZlnjE

-

From the bridge, preparing for hyperspeed,

The Audacity Team
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/projects/167245551/scarlet-republics/posts/2968608

24 HOURS LEFT! | Scarlet Republics On Stream | Gods Among Us | KAPIA

24 Hours Left to #DoItLikeDaVinci!

By the Two-Faced Gods, our campaign has entered its final stage. What a journey it has been, and it would not have been the same without you. It's an absolute honour and privilege to have you all on board.

We hope that you're ready to help us make the finale grand.


Hangout with Han Duo - We are playing the game live at 6:00 PM CET (12 PM EST)

We are ready with another Cozy Live Stream Hangout with the team at 6:00 PM CET (12 PM EST). Join in and let us hear all your good questions, at the Audacity Interactive YouTube channel, while Han Duo and the team play Scarlet Republics.


How can I help?

Very simple: spread the word.

As the shoutout from Pathfinder yesterday showed us all, it really helps to bring the project in front of people who have not seen it before. Share it with your network, bring it out to more people. Then we shall see a grand finale.


Two-Faced Gods - the Pantheon of the game
We get a lot of questions about religion in the world and thought we would serve you a tasty dish of written and visual worldbuilding in that regard:


“Belief in the Two-Faced gods is to believe in the natural two-pronged nature of humanity.

In a mythological sense, it is the belief that mortals are governed by the whims of the seven gods of The Two-Faced Pantheon. Each god has two faces and each face is a manifestation of an aspect of the human soul, which the other face is in opposition to. The gods judge mortal actions that are committed under the influence of their respective aspect and may reward or punish the mortals if their actions please them.

Philosophically, the religion facilitates a way of life that strives to keep a balance between virtue and vice, restraint and revelry, oppression and freedom. Believers in the Two-Faced Pantheon realize that no mortal can live purely on one side of the divine scales. To do so is to put oneself above the gods and commit hubris. One is not wise to be rebellious all the time, at some point obedience is required to bring balance to the Pattern. Calm must be supplemented with anger, lust with temperance, pride with humility, avarice with generosity, deception with honesty, and hate with love. To think, watch and speak with only one face of a god is considered ignorant and imperfect. Pragmatism and development through change is thus idealized if not outright worshiped.”

Atres, God of Anger and Calm

Success in war and combat is often attributed to the ability to satisfy the prevailing face of Atres at the time. Many soldiers and officers hold him as their primary patron god and quite a few monastic warrior orders and shiftmage dojos have dedicated themselves to Atres. Most feared of these are the Ragecallers, a brotherhood or shiftmages that will exchange calm for rage in berserk combat.

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Caemi, Goddess of Lust and Temperance

Caemi is traditionally attributed with domain over courting and sex. She is furthermore a commonly praised goddess at parties, especially when wine is involved. Some shapemages such as The House of Succubi in Moncalvo regard her a patron when using their seductive arts as spies or luxurious courtesans.

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Crodessa, Goddess of Spite and Affection

Crodessa’s affectionate gaze is often prayed for at weddings, naming days, and at the signing of peace treaties. Her second face is equally prominent when oaths of vengeance are sworn or when someone needs a plain old curse. The Corsani can be a bit celebratory of their animosities at times. Extreme examples of balancing the scales include an increasingly popular fashion of naming a deadly enemy, declaring a war (mercantile or military), or announcing a formal rivalry, as part of one's wedding vows.

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Jex, God of Deception and Honesty

Some believers do not recognize the distinction between deception and honesty, and rather to refer to Jex as simply the god of words. Jex is a favored deity for many rogues and charlatans, that rely on his favor to survive the day. More devoted brotherhoods include groups of instigators that perform their art in his honor and pay large tributes prior to using their arts to pull off elaborate cons.

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Jutes, God of Pride and Humility

Jutes' main dichotomy regards finding pride in yourself and your place in the world while being humble in regards to others. He is furthermore associated with art such as painting, sculpting, and architecture and with crafts and beauty in general. The miller and the farmer, however, may also please Jutes through pride and excellence in their humble crafts.

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Meres, God of Avarice and Generosity

People pay heed to Meres in two ways, through ruthless ambition in their chosen career, and through occasional donations to the poor and ill-situated. As taxes in the city-states tend to be low, donations made to please Meres are often a primary vehicle for social justice and equality. The priests of Meres often act more like tax-collectors than clergy and will not shy off harassing or publicly humiliating wealthy or lucky individuals who fail to pay up.

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Raina, Goddess of Rebellion and Obedience

On an everyday basis, Raina is the main matron of hierarchical relationships such as that between parent & child, employer & worker, and officer and soldier. A destabilizing aspect is present in the fact that it is a recognized virtue to sometimes rebel against the established chain of command. Aspects of Raina play a vital role in passing judgment over whether or not rebellions were just, in the eye of their god.

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What's new for Scarlet Republics?
Allthewhile we were busy keeping this Kickstarter train on its track, pedal to the metal, we have done some work on the game.


We hope you've all checked out our gameplay video with commentary. There you can see a lot of it:

We've been working on new ways to do 3D environments:

Raffaella, the Prodigy of the core cast got a redesign:

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Raffaella
Shoutout to Garret Kiesel, who gave us a Voice Acting take on a campfire conversation between Remo and Jacopo:

You can check out Garrett's work here: www.kieselkreative.com


Check out the campaign of KAPIA
We're not the only campaign out there with craze amalgamations and offenses against mechanical principals. Check out KAPIA:

The World Union has collapsed, the nations are divided into coalitions "East" and "West," a mysterious intelligent infection is forcing people to live under city lockdown. This is the world that needs saving–the world of KAPIA... geeh, we're excited.

Amidst the chaos, Stefan, a retired pilot, and a strong-willed grandfather, takes on the responsibility of ending the conflict. Little does he know his most powerful ally will be his little granddaughter, Reny.


Now, citizens... would you in any way be interested in us putting a cat in a Da Vinci tank?

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That's it for this update, hope you enjoyed it!


With the finger on Red Button, sending good vibes from the HQ

The Audacity Interactive Team
 

Shrimp

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Jun 7, 2019
Messages
1,058
I know they're still early in the development process but it sort of gives off the impression that it - so far - just is a mish-mash of random ideas borrowed from other games that have been thrown together with no clear sense of focus.
I wonder what the actual finished game will be like.
 

Infinitron

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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/167245551/scarlet-republics/posts/2972313

Grazie Mille!

Dear Citizens,

The Scarlet Republics Kickstarter train has reached its destination platform, with 1.372 passengers on board. What an awesome ride it has been, with all these beautiful things to see on the way.

We are all truly humbled by the love and support you have shown us throughout this campaign. It is an honor and a privilege to have you with us, and to know that you want to play Scarlet Republics.

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Who's a bueno dogo? You're a bueno dogo!
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In the final hours of the campaign, you breezed through the second community stretch goal!

This means that Koba, the company hound, will join the starting squad! He is very excited, someone will have to walk him before...

Koba, no! That was a brand new carpet!


The Scarlet Republics train will continue its journey in a few weeks
Running a Kickstarter campaign is quite the task, so we are all in dire need of some rest. After a few weeks, we'll be back in full strength, ready to continue to put our best work into the game. And now it is with a renewed fervor and passion, knowing that you are all waiting for it.


From the top of our plumed helmet to the bottom of our dusty sabbatons: Thank you!

The Audacity Team
 

santino27

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Joined
Oct 1, 2008
Messages
2,684
My team has the sexiest and deadliest waifus you can recruit.
Huh. Never a great sign when you lose two of your founders as soon as the kickstarter finishes.

https://www.kickstarter.com/projects/167245551/scarlet-republics/posts/3045765

Rounding Off and Moving On

Dear Nobility of Corsano,

With the end of the year closing in, we thought it was time for a little update. After the excitement of the campaign, we sat down and took some much-needed rest, and took the time to reflect. Here are some thoughts:


Taking Care
Building a game studio from scratch is challenging, there is a lot of uncertainty, and it's easy to fall into a trap of overworking to make your dream come true. We worked very hard to put together the Kickstarter campaign, and we haven't been going easy before that either. This took a toll on two of our founders, Kristian and Gustav, who decided to leave the company because it was a lot over too long a time-frame, and they needed a change. They have birthed the world of Scarlet Republics out of the brilliance of their combined minds, and they have been instrumental in creating the world, the story, the characters, and the design of the game. They remain our good friends and we will honor their legacy by putting Scarlet Republics out there for you to enjoy.


This is a good reminder for us to ensure that everyone on the team is well, first and foremost. We decided to take things a bit slower from now on and make sure that we all can enjoy the ride to the last station.


In the meantime, two new people have joined us and we would like to welcome them to the crew. Jonas has joined Olmo as a programmer in the engine room, and they will be a powerful team making sure the engine runs at full speed. Jonas is a wizard when it comes to UI, UX, and systems, and has already helped us create a proper naming convention — an important although not too flashy part of game development.

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Naming conventions — they will save you one day.

Vilmos, a talented writer from Hungary, has jumped on board as well. With a competent grab on the narrative nerve, he will be working in close collaboration with the visual department finalizing the game's story and expanding the game's setting even further.

Welcome, Jonas and Vilmos!
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Our regular story meeting with Vilmos discussing the progress of the story.
Sharpen the Edge
After regaining our footing, we decided to spend some time sharpening the core concept for Scarlet Republics (so we can find our edge and use it like a razor, as Olmo keeps preaching). We're still grinding that edge, playing a lot of games, watching talks by their designers, and exploring ideas through brainstorming sessions.


We boiled down these ideas to a single, unifying concept:

The Duality of Blaze Tech and Pattern Magic

"A world caught in a deadly contest between precarious technology and treacherous magic."


With the emerging Blaze technology, Corsano is on the brink of an industrial revolution, threatening to replace the old ways and shift the balances of power. We decided to explore this conflict between the old and the new a bit more. You would have to choose and balance if your characters and company should be more skilled in the Blaze technology or manipulating and using the Pattern to your advantage.


We would like to invite you in on how that ideation process went, so here are a few images that came out of the last few weeks:

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Akos presenting his ideas about the duality in Scarlet Republics.
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The Paradox of Duality — Blaze Tech vs Pattern Magic.
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Patternshift Combat — a two-layered system interacting between physical world and the Pattern.
We are also working with the idea of having to improve and nurture your characters both physically and mentally – physically through the game's RPG system, stats, skills, pseudo-random growths, all that good stuff, and mentally through dialogue and story, where you need to get to know your characters. You will have to manage their emotional state, either helping them face their fears and inner demons, guiding them towards balance, or driving them down a path of vengeance and despair. Both factors will of course affect how your characters behave in battle.

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The Paradox Tree — a version of the skill system integrated into the duality notion.
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Camera work ideas for supporting the shift between the physical world and the Pattern.
We'll be spending some time testing these concepts in the game to see how they feel and how they affect the experience. Nothing is set in stone, and these ideas might still change, but we feel pretty good about the direction. What do you think? We would love to hear your opinion, feel free to let us know in the comments.


Characters, Characters, Characters
Besides working on the overall concept, we are visiting all the playable characters in Scarlet Republics and Akos is materializing them on the wall with his weapon of choice. So now they are all looking impatiently at us in the office, eager to set their feet in the game world. These sketched portraits are the first step of drawing the characters, sending them off on their journey towards the shiny version you will see on the screen.

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Akos and The Wall.
Meet Guido Serpico, a marksman leader of a Cityless rebel group:

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Guido Serpico — Character Portrait Sketch.
"Born in Astore to a stonemason, no circumstances of Guido's birth suggested a life of military accomplishment. He would spend his childhood helping his father in working on the third wall of the city and was set to join the masons guild as an apprentice once he came of age. A year into his apprenticeship a border skirmish broke out between Astore and Rovale. This conflict grew larger than usual and the Astorians could not contract enough mercenaries quickly enough and thus had to draft citizens. Encouraged by his peers and drunk on the idea of glory and wealth Guido offered himself to the drafter. As he was a rather gaunt youth, he was ill-suited for the front-lines and was tested as an archer instead. As soon as Guido picked up a bow and started shooting arrows, he knew that he would never exchange it back for his mason tools. His fate was set."


Magnificent Machinery
This week Daniel has revisited an old composition of his and transformed it into true Corsani music. We imagine this piece being used for the city-state of Cetona, maybe during a briefing or introduction. He even made a fancy visualization of the piece. Who knows, a Cetonian scientist might come up with a Blaze-powered contraption that can visualize musical notes.

Until Next Year!
During September we learned how important it is that the whole team is moving together, towards the same goal, so we have used this fresh start as an opportunity to make sure that everyone in the team is continuously aligned and that we take care of ourselves, and each other.


We are now ready to go into a short winter hibernation, to be ready to kick ass and chew bubblegum from early next year. There is a lot to do.


Take care, everyone — wishing you well from all our small Work From Home offices,

The Audacity Team
 
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Infinitron

I post news
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Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/projects/167245551/scarlet-republics/posts/3112181

Heroes — A Short Story

Update by Olmo

Dear backers,

I hope you are doing well out there.

We haven't sent out an update in a long time, so this one is long overdue. Sorry for leaving you without info for so long. Let me give you a little bit of background to why we haven't sent out updates. Then, we will treat you to a short story set in the world of Corsano, written by one of our new members, Vili. We are incredibly lucky to have him on board, he is a talented writer that really can lift the story-writing up to the next level.

In the last two months, we have been restructuring the company and reforming the team, with old people leaving and new people joining. It was quite challenging and took a lot of work to onboard new members and to get good teamwork flowing. We had to get adjusted to working remotely, and it's still not optimal. Being together in the same room just has a certain magic to it.

Furthermore, we decided to focus most of our efforts on a smaller work for hire project. Work on Scarlet Republics was limited to the story and world-building. We wanted to make sure we are not stretching ourselves thin, so we made sure to work only on one project at a time. The side project helps us pay the bills, and, because of its smaller scope, is a good opportunity for us to refine our processes and pipelines. It's an investment, to have things run more smoothly in the future.

The combination of a lot of new realities to deal with, coupled with a quasi pause of the production on Scarlet Republics, is the reason for the silence from our side. We got sidetracked, and kept pushing the next update for you folks further and further. In hindsight, what we should have done is to give you guys an insight into our plans, and telling you that we would be away for a bit – lesson learned.

We are now back working on Scarlet Republics with the full team, and we are planning to keep you in the loop by posting monthly updates from now on. Our progress will be a bit slow here in the beginning, but I expect us to pick up the pace as we go forward.

Now, to the main part of this update. I am excited to share with you this piece written by Vili, our writer. We follow a quite unusual day of a young shepherd boy from a village in the uplands of Cetona. I hope you will enjoy it just as much as we did!

That's it from me for this time, I wish you well and good fortune.

—Olmo
 

copebot

Learned
Joined
Dec 27, 2020
Messages
387
I like the concept a lot, but for whatever reason the gameplay videos do not seem to match with the articulated concept. When I think of Renaissance Italy or the Mediterranean in general I think bright colors, sunlight, flashy clothing, larger than life architecture, and crazy Italians. All this art has a muted color palette (even the 2D stuff) and the 3D maps all look very dark and drab. I live in a northern climate that is frozen for more than half the year, and even our 'mud season' is more colorful than the art sampled here. Battle Brothers has a brighter color palette despite being a grittier setting. I don't feel the Renaissance inspiration at all. Da Vinci is namechecked, but none of the concepts look like anything Da Vinci. The character designs just look weird for the sake of being weird. It looks like the actual art was "Twisssted Steampunk" but they decided that was too generic, so they decided to call it "mY TwIsTeD rEnNaIsSaNcE" Davincipunk. I mean, sure, that could be dope (or really stupid), but what's there doesn't look anything like that.

So far nothing looks all that good at a time when they should have a better notion of the game at a stripped-down-no-art-assets level. The art assets that they have presented are just confusing and don't match the aesthetic that they claim they're aiming for.
 

Infinitron

I post news
Staff Member
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Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/projects/167245551/scarlet-republics/posts/3138563

The Polomini Connection

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Our stamina is full, the inventory is stacked with great tools, and spring is here shining a warm light in a cold grimdark world. We feel blessed to have the opportunity to work on our favorite, Renaissance-inspired, tactical RPG and are happy to present an update covering the last month's progress on Scarlet Republics. In summary, we have been working on refining the art style, planning out the UI, creating new levels, and composing music.

We're thankful for the feedback we've received so far and would like to encourage you to reach out with comments, and feedback. We are stoked to have you all in our backer-family – thank you for your continuous support!

Now let's take a closer look at some of the areas, we are focusing on at the moment, starting with the user interface of the game.


Laying the Foundation for the UI
The user interface of a tactical RPG like Scarlet Republics is a game element that is easily overlooked. Nonetheless, core parts of the gameplay like engaging in dialogue, trading, and configuring characters, all happen exclusively via the 2D UI. Needless to say, the interface is an important factor of the game design. And while the interface, somewhat hastily, put together for the Kickstarter has some neat visual details, we felt that we could do a lot to improve the overall user experience.

You're most likely to notice an interface when it has problems; a hallmark of good interface design is getting out of the way of the gameplay. We are currently working on getting the foundational flow and structure of the UI system right. This is the “architecture” that all screens will be designed around. This structured approach also helps on the development side, as it lets us plan out common interface elements into neat, reusable, components.

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Getting a bird's-eye view of the game's structure.
To avoid getting caught up in aesthetic details and visual flair this early in the design process, it is common to create rough sketches known as wireframes. Wireframes are quick to make, and their throw-away quality lets us iterate fast while focusing on essentials like navigation (things are where you expect them to be), and semantic meaning (buttons do what you expect them to do).

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Wireframe of the character overview screen, and a selection of dialogue concepts.
Neutral or ugly typography is often used for wireframing to discourage fixating on form over content. However, since text is such a key element—it carries the many dialogue lines of the game—we are experimenting with making a serif typeface work for UI, while still supporting a Renaissance-inspired fantasy world (also Jonas is a typography nerd who just couldn't help himself…).

Akos and Jonas are working closely together to unify the artwork and the design of the interface. And when we get to the aesthetic part of the design process, this collaboration will become even more significant. We look forward to sharing what we come up with, sometime in the future.


Free Movement in a Turn-Based World
“Time stays long enough for anyone who will use it.”

—Leonardo Da Vinci 1452-1519

Free will is an essential part of the human experience, and this basic idea ought to be reflected in our very much anthropocentric game setting, too. There are of course constraints that no one can escape, but by and large, the men and women of Corsano must be able to move and act without restrictions to make their mark on the world, for good or ill. Even if it sometimes means they are going to run in circles, going nowhere.

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With that in mind we have now implemented free movement in Scarlet Republics. What it means is simply that when you are not in combat and there are no enemies nearby, you can breeze your way through the streets of Corsano with ease, take care of the wounded and possibly even gather loot. You know that feeling when you are walking with your little brother and you constantly have to pause for every 5 steps in order for him to catch up while he screams out of his breath “Wa-wait for me, don't walk so fast” while you sigh impatiently? Yep, that's a thing of the past now.

Olmo is also fixing lots of other stuff running in the background of our game engine. For instance, we are smoothing our ability testing and level-building process, so it's easy to test if the quick, spear-stabbing animation fits the whooshing sound effect that Nikolaj made. It also allows us to quickly test abilities down to the last detail. We now have an easy process to test everyday situations like how hard-hitting Brunella's hammer feels when faced the metal shield of an enemy brute while his pattern is destabilized by 7, because he didn't finish his breakfast bagel and he can't pay for his children's college degree.

Furthermore the level-building process has been simplified, enabling us to create levels in much less time, so we started building. Next let's take a look at our newest level: The Polomini Connection.


Building the Polomini Village
Close to the eastern edge of the Cerulean Highs, a small hamlet called Polomini lies between forests and rural nothingness. The village is usually considered a small and unimportant dot on the grand map of Corsano but readers from our previous Kickstarter update might associate it with the village where both Matteo and Lino were born.

This time Cetonian guards are patrolling the streets, guarding the prison in the middle of the village. Your mission is to free the prisoner and gather important intel that leads you to your next mission goals. Your mercenary squad can either choose a stealthy approach and sneak into the village by night, or a more… direct method of achieving your goals. But be careful that the Cetonian courier doesn't reach the outpost to alarm the garrison that will trigger a merciless countdown timer. You can't possibly defeat a whole army at once. Can you?

This level is currently our main focus. And lets us further refine the foundation of the game; visuals, audio, story, game design. All coming together in a beautiful symphony. While our programmer Olmo figures out how to implement the countdown mechanics, Vili is writing branching dialogue which also includes several side quests. Akos and Daniel bring the village to life with grimdark art complimented with tactical music that might reacts to even your smallest choices.

The aim of this and upcoming levels is to showcase a slice of the game with all of its features. Your choice of dialogue will influence your skillsets on the battle map and even cause changes in the ever-adapting soundtrack. So even for a small level like this, you will be able to get a sense of the replayability of the game and how your choices have consequences in the short and long run.

4f2d32438432657cedd8d3c170369b03_original.png

Vili's 2D sketch of Polomini

91dd8187bec0093dec53fbc58fdab2cc_original.png

A rough level design in Unity

Tactical Adaptive Music
Our composer Daniel has a clear goal for the audio direction on the tactical battle maps: No matter how you choose to play the map, the music should be a perfect reflection of your actions. While being dynamic, the soundtrack also shouldn't steal the spotlight. It's a fine balance that can be hard to achieve, but Daniel has been working hard on creating fluent transitions, where you don't notice the music changing in intensity from “This level is too easy…” to “Oh damn, I'm down to my last unit and Gaspar only has a rusty dagger left”, for example.

Playing style, health bars, pattern stability, choices of dialogue and the number of turns taken all influence the music being heard. All of these variables are passed to an algorithm running under the hood. Below is a simulation of 2 minutes of tactical music from our audio engine. In the video our composer Daniel showcases his system by adjusting the combat intensity parameter, and simulating the use of abilities and how they might affect the music. There's also a tense build-up melody that could be used for an upcoming boss battle, or maybe as the reinforcement timer? We know that all this audio-engine stuff can look technical and complicated, but try to let your fantasy wander and imagine yourself fighting against a small Cetonian army and plotting an ingenious, tactical plan.


If the music has evoked strong emotions, you have opinions on character sheet design, or you have something else you feel like sharing don't hesitate to get in touch. We would love to have as direct a dialogue with you as possible. You can find us on the platforms linked below.

Thank you for reading! We'll return with another update in a month. Stay tuned.
 
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Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,689
Location
Perched on a tree
I'm intrigued but it doesn't go beyond that, the gameplay video doesn't even show the UI.

There's a glimpse of a level-up screen and the system is obviously not D&D, is it good enough or is it just another sawyer mess?
We'll know soon enough.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,078
I'm intrigued but it doesn't go beyond that, the gameplay video doesn't even show the UI.

There's a glimpse of a level-up screen and the system is obviously not D&D, is it good enough or is it just another sawyer mess?
We'll know soon enough.

Given that they've only shown the UI in a wireframe stage in March, I don't think they have anything to show.

Using WIP assets in the teaser is... interesting. I would've reframed it as a devblog rather than a teaser. The Battle UI and health bars probably need a bit more time in the oven.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,578
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
Cancelled.

https://www.kickstarter.com/projects/167245551/scarlet-republics/posts/3304445

The End of Scarlet Republics

We have failed...


Now it is time to talk about it.


We have given it our best, tried everything to push through our obstacles and challenges. Despite our best efforts, we have run out of energy and money to sustain Audacity Interactive and the development of Scarlet Republics.

We faced many challenges along the way, and those challenges wore us down slowly. We have to look reality in the eye: we have run out of steam. Also, it has taken a toll on our health, with several members having symptoms of stress and experiencing burnout.

Here is what happened on the inside.

We started out as three friends who created the vision for Scarlet Republics. Two focusing on design, worldbuilding, and story, one tackling the technical aspects. Over time, the project grew, with more people coming on board. In the second half of 2020, it made sense for us to find proof that there is a community out there for this game. We decided to create this campaign.

First, we would like to thank you for your patience and support. The energy and encouragement we got from you during the campaign was exhilarating. The feeling that so many out there like what we worked on for so long and share our passion gave us a big boost. Like we wrote in an earlier update, some members decided to leave Audacity Interactive at the end of last year. Among those moving on were two of the original creators who had the vision for the game. It was too much back then already. We respected that decision, it was about them taking care of themselves and not wearing out. They saw their limits earlier than we became aware of ours.

The rest of us were determined to continue. Back then we did not realise the forthcoming difficulties. This meant for us: We had to get new people on board and build a new team, and with that team, we had to align around a new vision of the game. This took a lot of effort and energy, and being restricted to remote communication in our home offices due to the pandemic made it even harder. It is much easier to build cohesion and team spirit when you are in an office together.


Finances

The aim of the campaign was to find the community that wants to see this game happen. Our model was always to earn our income on the side, and we were able to do so leading up to the campaign and after. The money from the campaign helped us with paying salaries for a considerable amount of months. To further boost our finances, we took on a work-for-hire project we worked on over the winter.

But a little further into 2021, it became more and more difficult for us to earn money on the side. The lockdown restrictions played a part in that, making it harder to find side gigs. We did everything we could to reduce expenses and make it work. We were already going for low salaries, and we reduced them, even more, to save as much as possible. Some members started going for no salary at all. We incurred private debt to try and keep things running.

Something we did not admit to ourselves back then is that we started to get worn out. Having very little to live off of, coupled with the constant struggle to generate new income – and the uncertainty of the future was very draining. We had to put more and more energy into side income, which meant that our time on actual game development suffered, and it became increasingly difficult to generate momentum on the project. Things were getting really tough, but we kept on going saying "If we just achieve this next milestone, things will get better." Be it a publisher deal, a leap forward in the gameplay prototype, or better ways of earning side income.

Investor or Publisher

We always looked for a more sustainable way of financing the project in the form of partnering up with an investor or publisher. We have spoken to a lot of them, attending conferences, holding private meetings, negotiating, all of which took a lot of time and energy as well. Generally, there was interest, but there was always something missing. Despite our best efforts, we were unable to secure a deal. One piece of feedback we received repeatedly was that it was very hard to sell the game with a single, self contained campaign because it lacks replayability. Therefore, we started working on a redesign to introduce more roguelite elements and increase the replayability of the game. This was the vision of the new team.

By that time, we had already diverted so much energy away from development towards surviving that making progress in that direction was very slow.

In hindsight, we were lacking the design capabilities and technical muscle to build a playable demo that would convince a publisher in time. We feel what we have is a decent strategy game in an awesome setting, but the uniqueness is missing. Our plan was to make the pattern system into a differentiating element of the game, but we did not get to finish it's design or implement it properly. We could not find the focused time to make enough progress on it to see it in action.


Why wait so long?

You might ask: "Why haven't you said anything before?". And we should have. It's tough when you are in it and things are not going that well. You want to wait until you have good news and you don't want to worry people. So we kept our struggles to ourselves for too long and everybody would have benefited from more openness much earlier.

You might also ask: “Why did you not react earlier to the money going away?” We were always aware of it, but could always make it to the next few months. A little while ago, one of us got sick and was unable to work for four weeks. When you are freelancing, that means you are not earning any money, so we were missing a considerable part of our regular income. When that happened, we had to confront the fact that we had no buffers and could not sustain it any longer.

There is no more money in the company to pay any salaries or other expenses and the company has debt. We saw it as important to stop it now rather than to dig the hole deeper. We will be closing down Audacity Interactive as soon as possible.

This unfortunately means we are unable to pay refunds. We really would like to be able to pay you back, but the series of events and decisions that let us here leaves us without the resources to do so.


Demo and Other Assets

We will make the latest playable demo of Scarlet Republics available to download. We will also look into potentially releasing other content, such as the game code, the writing, audio and visual assets. If it's feasible with proprietary third-party licenses, hosting, and the like.


Lessons Learnt

Here are some of the lessons we take away from this experience.

  1. Creating and running your first startup business is HARD. It is really hard. There are so many things you don't know, and we made so many mistakes.
  2. We started out way too big, we would have been much better off with a smaller scope of the game.
  3. We pushed forward with a strong, and sometimes blind, optimism. It is important to not let that optimism drive you past a sustainable state of operation. You can't force things.

We had a big dream and passionately worked on making it a reality. We wanted to make it work and we fought till the end, with everybody giving it their all. We wanted to see this game finished, and it pains us that now it won't happen, and that we have to disappoint you. We apologize for not being able to deliver on our promises.

Thank you so much for all your kind words along the way, your inspiration and help in the comments and on discord, your specific knowledge about Renaissance peculiarities, your ideas about character development and romance, your input on the game mechanics, and being with us on this journey.


THANK YOU...

Olmo & the rest of the Audacity Interactive Team
 
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Self-Ejected

RNGsus

Self-Ejected
Joined
Apr 29, 2011
Messages
8,106
I know they're still early in the development process but it sort of gives off the impression that it - so far - just is a mish-mash of random ideas borrowed from other games that have been thrown together with no clear sense of focus.
I wonder what the actual finished game will be like.
All these kickstarters have no focus.
 

d1nolore

Savant
Joined
May 31, 2017
Messages
664
Did they have a track record of creating and finishing games? Or was this the only project of note?
 

Angelo85

Arcane
Patron
Joined
Apr 4, 2010
Messages
1,569
Location
Deutschland
Did they have a track record of creating and finishing games? Or was this the only project of note?

Sounds like it was two idea guys and one person with "technical knowledge" teaming up for the first time in a professional capacity. Business Plan was to beg for alms on Kickstarter to finance their pipe-dream long enough to find a Publisher, which they failed to do. Doomed from the start. At least they were aware of their own ineptitude enough to pull the ripcord before having to resort to selling their house like Whalenought Studios. Only thing lost is time, and of course the money of their Kickstarter donors.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,078
Looks like a prototype demo was released to backers late last year. Anybody who's a backer got access to that post?
 

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