New update. Has some videos (hope they embed correctly). Some portraits (from backer photos) and UI changes.
Project Update #11: UI, Settlers & Death
Posted by Whalenought Studios
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Hey backers! Since last month’s update we took some time to polish some of the visual elements for an easier beta play experience, added some more art and enemies, put character generation in, more eastern maps, have a nice auto-paused prompt system set up, and are getting back to implementing more skills/spells for testing. We wanted to do an update showing some of those and some new features.
Steam Greenlight & GOG
We’re doing well on Steam Greenlight, and just wanted to ask those who haven’t voted to help us out as we inch toward the finish line!
And as we said before we’ll be sending a refined build of the game off to GOG in the fall for their approval.
Portraits
Our Count/Countess backers were kind enough to send us photos, and wanted to share with you some of the portraits we started working on (for the backers included, thanks for the mugshots!).
We’re still adding finer details to them, but we’re excited to have plenty of future Necholai and Staglands locals running around our game builds.
HUD
After testing the past few months, we’ve re-arranged the HUD to be center aligned on the right side of the game, to create a more proportioned playing field in the center of the screen and to allow the game feed to be larger (which can be toggled on and off at your leisure).
We are now rendering the game at a precise pixel-density, and the HUD/UI has been updated to accommodate. We really like the way it’s turned out, and believe it has given the aesthetics a much more cohesive design. You can check it out in some short videos attached showing where we are in arbitration and the UI:
Arbitration:
► Play video
Combat Awareness (more on that below):
► Play video
MiniMap and Journal:
► Play video
You can hover over your stat fields now for their info
Or mini-gifs, if you're into not playing videos:
The Settlers
Enough of UI, let’s discuss the Staglands, or specifically what’s happening there with or without your involvement during the game. We wanted to explore an idea of life occurring outside of your adventure, because the settlements in the Staglands are fairly young and the environment is still hostile and unstable, full of angry, displaced natives, chasms seeping with evil spirits and raiders from the north, which means that the likelihood of every town and outpost remaining cheerfully thriving ought to be slim.
peace: pending
So to reflect this unsettled environment, as you re-visit towns and outposts throughout the game, some will have the chance to be devastated by natives, natural elements, or you, of course. These settlers are basically playing a game of Catan while having to deal with power-houses coming along and flipping their table over.
Towns can be populated by “important” folks like merchants, constables, potential party members, caravan riders, and in addition the local population of settlers. We generate a select number of settlers (varying on the size of the village) not unlike how we’d generate the local populous of monsters or trash mobs in an area. If you remove a certain number settlers, or high-profile members of the community (who’s importance is weighed more in this scale), the town will scatter. During your game this can happen to villages without your presence, and on your next visit to a nearby wharf you might find yourself surrounded by hungry scavengers instead of pleasant townsfolk.
We think the gameplay addition of having the landscape of safety changing for your party adds a lot of value towards the experience, and makes you keep your party more self-sufficient.
Death
Unlike the Ironborn, what dies in Vol stays dead. That goes for gods, men and wizards alike. If a party member reaches 0 HP, he is dead and his equipped inventory items explode out of him/her for you to recover. This was designed because we believe ‘resurrection’ in fantasy worlds leads you to strategize like lives are expendable, because it complimented the rest of the design of the game, and mostly just because we believe games should be a challenge.
Since you can’t bring someone back from the dead, there are a ton of potential party members, all with a variety of skills to compliment yours and quips to love or hate. On the other hand saving takes a millisecond, so reloading after a particularly sad result of an encounter is just as easy as living with the consequences.
Stealth (enemy alarm states)
as seen in video above
You sneaky hobbit. Though we don’t have a ‘thief’ set of skills into the game, we have added an alarm gauge for enemies. Line of sight, proximity, and loudness of weapon all account for when an enemy is aware of another enemy’s demise. If out of the line of sight, there will be a random roll to determine of they investigate or not (influenced by how loud the weapon used to attract the first enemy was). Loudness is determined by category of arms: javelins and elixir explosions are loud, arrows and bolts are quiet, and melee weapons fall in between, while spells vary based on what they do. This will make picking off/luring dangerously grouped enemies much more interesting, as well as adding another fun stat to consider when choosing a weapon.
Updates to come:
More skills/spells videos and some play-throughs of areas! We’d like to start getting back into showing those off at a more regular basis, and we’ll also be prepping an updated website with their information to coincide with the forums. Lastly, and our last poll had Armor A win by 1 vote! Thanks everyone for checking them out! We’ll show that off in a future skill video when we implement it.
Cheers!