Funded! This project was successfully funded on March 23, 2013.

Update #10

Out on the Battlefield

Greetings, lovers of might and magic!  

Oops, wrong franchise. 

We mean lovers of fireballs, windstorms, earthquakes, and floods! (Somewhere, there is a casualty insurance agent crying a waterfall.)

PayPal Now Accepted!

Excellent news for folks who wanted to back our project but had issues with Amazon Payments: now that we have blitzed past our initial goal, we are able to take pledges through PayPal!  

                PLEDGE WITH PAYPAL HERE!

A Call to Arms (Or Spells, Rather)

So, a major aspect of the game that we’ve been getting much curiosity about is the combat. Now turning the proverbial mic over to Morgan Busch, our combat engine programmer: 

We’ve spent months designing a new and unique combat system for Mage’s Initiation that combines the best elements of classic RPGs like Quest for Glory and Diablo with the smooth and intuitive controls and playability of mobile and touchscreen apps. We’ve pushed the limits of the AGS game engine with custom-designed 3D calculations so spells and arrows can fly into or over onscreen obstacles, and enemy archers can be perched on raised terraces so they can aim at you without hitting their fellow monsters in between.

                                       "Which way to the scroll depository?"

A major challenge of the combat aspect has been keeping it feeling fresh and new every time you stumble across the monsters of Iginor. One way we achieve this is by having critters travel in packs with adaptive group AI. A group of redcaps may fight for the glory of picking off a mage, with two or three rushing in while the rest prevent your escape. Or you may be swarmed by scavenging pygmy goblins who aim to surround and crush you quickly, but scatter if there are only a few left. When monsters of different types end up together – with you in the middle – things get even more interesting!

You won’t want to get trapped in the alleys of Iginor with more than two of these guys!

Another way we’ve ensured that combat is never the same twice is by having adaptive room environments. The lush artwork for Iginor’s forest has been constructed piece by piece and imported individually into each game screen like set pieces on a beautifully hand-painted stage. Each new area doesn’t just have unique scenery, but unique walkable areas, obstacles, exits, and corners, which affect the way that you’ll need to approach each battle. The same rocks that serve as cover against archers and other ranged enemies could also trap you against swarms of spiders.

               "Two heads are better than one but now that club is just excessive!"

The same trees that help you keep your distance from a lumbering biclops only make it easier for goblins to attack you from two directions. Similar groups of monsters will need to be fought using different tactics depending on the landscape around you.

                                       In Bloodbark Forest, lightning rides you!

No matter which class of Mage you are destined to become, each is equipped with unique spells to do battle with. Fire deals heavy damage to enemies, water focuses on healing and keeping you alive, air is based on keeping you and your enemies far apart, and earth provides strength and prevents combat damage. If you think you know exactly how combat works and how to best beat the beasts, try again with a new class and discover completely new tactics based on the spells available.

                          Guess what time of year it is? Burning Man Festival!

Monsters drop treasures that can boost stats, which makes combat rewarding, but since leveling up is based solely on game score, there isn’t a need to wander through the forest repeatedly just to boost your experience points. If you choose, you can spend almost all of your time on your quests, fighting monsters only when duty calls you to… or you can go and flex your muscles whenever you just get the itch to smash some bad guys.

We think that we’ve found the magic mixture of easy-to-learn, always engaging, but rarely frustrating RPG combat. We think that you’ll agree and can’t wait to show it off to you!

           “I want to stalk Iginor’s forests! Got any arms, I mean worms, for me?”

Hot Off the Presses

Game designer Daniel Stacey was recently interviewed on Gosu.com, in which he discusses his inspiration for Mage’s Initiation and history with AGDI, please check it out here

The fine folks at Just Adventure have previewed Mage’s Initiation, you can take a gander at their findings here.

Curtis at The Indie Developer also recently interviewed the Himalaya Studios team and is doing a great deal to help out other indies, be sure to check out not just our interview but the other games being featured. 

Shout-Outs...

We’d like to take a moment to thank the other indie developers in the community who’ve supported us and given us a shout-out, one of whom is Infamous Adventures (the fine team who is making Quest For Infamy.) James Broome from Infamous Adventures is currently hosting a Facebook page, Kickstart Ventures, which is dedicated to raising awareness about upcoming Kickstarter campaigns for adventure games. This way, the adventure community can stay informed and new players can be exposed to adventure games as well. Please be sure to give it a like and follow for it for updates to stay up to speed on the latest adventure developments!

The hard-working folks at CBE Software are also crowdfunding an enhanced version of J.U.L.I.A. with a modest goal to tweak design and aesthetic issues. J.U.L.I.A. is a sci-fi mystery adventure game with an incredibly in-depth story and decision-making, that has won awards and critical acclaim, but unfortunately the team hit a snag with their publisher. They need the indie gaming community to come through for them, as regaining the rights to their own game proved to be costly.

A big thanks to our fantastic backers and community, thank you for spreading the word about Mage’s Initiation and for your support, we can’t wait to give you an epic experience!

The Himalaya Studios Team

Comments

    1. Twitter_logo_new.small

      Creator Himalaya Studios, Inc. on March 7, 2013

      We're glad to give Jan a shoutout, what that publisher did was unconscionable to him and many other indies. We're a community and we help each other out-- and we're blessed to have a great community.

      I think Indiegogo is more flexible in terms of allowable countries because their default payment method is PayPal. I think it's odd that Amazon Payments is so restrictive considering the global market share Amazon has, and the sheer amount of payment options when you go to check out on Amazon's main site. Alas, Kickstarter's really where it's at for gaming for the most part.
      -Rachel

    2. Mandateavatar.small

      Creator Anaxphone- Follower of The Mandate on March 7, 2013

      BTW- Jan at J.U.L.I.A. Enhanced was very grateful for the shoutout.
      I think he can't use KS due to his home nation, as I wanted to pass that along for him.

    3. Bogie.small

      Creator Gonchi on March 7, 2013

      I'd really appreciate some kind of melee attack. Magic only combat with limited "mana" evokes frustrating memories of The Fifth Disciple... some times you just really need to smack something over the head with a quarterstaff.

    4. Mandateavatar.small

      Creator Anaxphone- Follower of The Mandate on March 6, 2013

      @Carlos- Definitely keen to learn more about how the magic system works. It sounds like D'arc will have a steadily-replenishing mana total. Will individual spells also have cooldowns? As an aside, I'd love if one of the spells actually inflicted a cooldown delay on the enemy.

    5. Ks-icon.small

      Creator Steven "Blackthorne" Alexander on March 6, 2013

      Guys, thanks for the shout out! Seriously, I'm just psyched to play your game. It's been years of doing this, and it's been a ton of fun, and I'm just glad we're all still here doing it!

      This campaign has been a wonderful success! Looking forward to seeing what the rest of it brings!

      Bt

    6. P1000054.small

      Creator Rob (Marquillin) Irwin on March 6, 2013

      I stand corrected. A good name. And I love all your monster designs.

    7. Chris_newest_smaller3.small

      Creator Chris Warren on March 6, 2013

      @Rob FYI, that ain't no Weirding. It's a Skeltch!

    8. P1000054.small

      Creator Rob (Marquillin) Irwin on March 6, 2013

      @ Chris: Oh! My mistake, that is clearly a Gnidriew from green alien folk lore.

      I only thought I could logically be the Weirding because the manual mentioned that they were Alien to Gloriana, and I figured they could likely make dimensional portals between games - where copywrites allow. ;)

    9. Chris_newest_smaller3.small

      Creator Chris Warren on March 6, 2013

      @Rob: I don't... know... what... you're... talking... about...

      But yeah, it wasn't Britney who won that contest - it was me (my name's even in the credits)!

    10. P1000054.small

      Creator Rob (Marquillin) Irwin on March 6, 2013

      I loved this update, sounds like this Diablo/QfG combat is going to be awesome to play (and likely hell to bug test). The idea of environmental protection/cul-de-sacs and having different levels for ranged attacks all sounds wonderfully complex.

      And am I imagining things, or did you guys actually factually import a Quest for Glory Monster? Is that not the Weirding of QfG5 that one of you (Britney I think) won a contest for the chance to design? If so that's awesome.

    11. Yo-kickstarter.small

      Creator Carlos Hoyos on March 6, 2013

      We have drawn at least one physical attack animation, but I don't know if it will be used in the final game. Magic recharges with time, so if you run out of magic you only have to avoid enemies for a few seconds before you are ready to attack again. You can use the scenery objects to cover yourself from enemy fire.

    12. Missing_small

      Creator Draiden on March 6, 2013

      Great update, I especially like how the battle environments are randomized to provide different obstacles to help or hinder you each time.

      Do our Mages get to fight with any sort of melee weapon (A staff or rod, perhaps?) when they run out of magic? (Or will they always have at least one "basic" no-cost attack spell to use?) I couldn't find this information (if it's been talked about) elsewhere.

    13. Arnoidrite.small

      Creator ☜☆RSF☆☞ on March 6, 2013

      I really enjoyed this update. Thanks for sharing more about the combat and the artwork looks great. I have to admit though, that this feels like a bit of a tease... I want the game now but I have to wait! That's just not fair! :-)

    14. Moebius.small

      Creator Chris J. Breisch aka Balinaeri on March 6, 2013

      Thanks for the update and the info about combat. I've always played Fire mages from my very first time at D&D, even before they had spell specialization...so that's where I'll start, I'm sure. But once I make it through and have time for a revisit, I will try the others. Earth and Water sound particularly appealing to me as well.

    15. Mandateavatar.small

      Creator Anaxphone- Follower of The Mandate on March 6, 2013

      Thank you for the update.
      (And the shoutout for Jan!)

    16. Swkavatars-01-squidgee.small

      Creator twincast: Eternally Tormented Mangy WoOS on March 6, 2013

      Great update. (Well, TBH aside from the "air" spells for aforementioned reasons.) And while I don't think you phrased it any differently, I think I finally understood how levelling works. (^_^;)

    17. Riggo.small

      Creator Riggo on March 5, 2013

      Awesome graphics... Great update!

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    Supreme Water Archmage: Become a NPC combatant in Mage’s Initiation! Fight toe-to-toe with D’arc himself in the Training Hall, backed by the crushing waves to quench your thirst for victory. This includes having your own lip-synced dialog portrait drawn in the game and voicing your own lines and battle grunts. A complete range of fighting animations will be exclusively animated for your battle sprite, including attack moves, spell-casting, injury recoils, knockdowns, running, walking, and more! You'll also get a prominent Associate Producer credit within the game, a total of 10 digital copies of the game, and all previous rewards except the Limited quantity tiers.

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- (31 days)