Hi Unsung Backers,
We have some design progress and next step development goals to share, with the plan to keep updating you all more consistently going forward with our progress towards those goals.
Up first is news on support from our secured credit bank for next year. We have a new agreement in place with them that allows for us to continue development and maintain our progress towards releasing playable builds to you the backers and follow that with a solid beta version. Without this support, we would not be able to continue as a company, so we are very thankful and sober-minded about this agreement. We have revenue to continue game development, but no more beyond that, and therefore our only option is to allocate our revenue to operating costs and development. What we can do for the backers of this project is deliver on the game and the rewards, and we have an agreement now with our financial overseer to do what we can to make that a reality.
We are working towards completing a playable build, that we will release first to the design backer’s tier for feedback. We will be looking for feedback on UI and controls, character movement and basic combat. This build will have one arena, and character specializations from two of the planned Schools. These specializations function as a job system. We will go into more detail on the Schools in general in future updates, and for now here is an overview of what will comprise this playable:
We will feature 2 Schools, War and Divine, with three Specializations (Jobs) with character XP and upgraded items from each. Specializations function as a job system, with specific abilities. Each job will have starting XP and stats that are balanced for that type of job. The Specializations/Jobs will be grouped under the different schools, but both combatant sides, Alionne and Jheksal, will use jobs from the different schools. Each side will provide a specific bonus that is unique per empire. For example, playing with a Soldier on the Alionne would could give you +1 to movement, while playing with a Soldier on the Jheksal side would give you +1 to damage.
The following Specilaizations will be included in the playable, three from each school:
School of War Specializations/Jobs:
Soldier: These front-line units employ weapons and tactics that emphasize dispatching the enemy as quickly as possible. Soldiers use weapons such as Straight Swords, Thrusting Swords, Axes and Maces, and wear Light to Medium Armor.
Lancer: These units specialize in the use of melee weapons with increased range such as Spears and Halberds. Lancers wear Light Armor.
Ballast Knight: Hailing from the ranks of Nobility, a Ballast Knight's wealth allows them access to powerful weapons, shields and armor that are imbued with special abilities, such as Great Swords, Ultra Great Swords, Great Hammers and Great Axes. Ballast Knights wear Heavy Armor.
School of Divine Specializations/Jobs:
Priest: Uses Divine abilities that support and bolster the defenses, mana and health of their allies. Priests use Staves, Daggers and Chimes, and wear Light Armor.
Paladin: These holy warrior knights invoke divine magic to enhance the abilities of themselves as well as their allies, and to smite their enemies. A Paladin's armor and physical training allow them to absorb a great deal of punishment and remain standing. Paladin’s can wield Curved Greatswords, Great Scythes, Great Hammers and Great Bows, and wear Heavy Armor.
Necromancer: The Necromancer has the ability to raise and control the undead, commanding them to do their bidding in battle. They use Talismans, Staves and Daggers and wear Light Armor.
The arena for the playable will have Line of Sight obstacles, interactive objects, environmental and natural effects, and height variations added to the gameplay mechanics. We will go into more detail on the environmental aspects to gameplay in later updates that show the arenas visually.
The early iterations of the playable will be head to head multiplayer, with options for choosing which specializations to play with against your opponent. After getting feedback on the flow of combat, as well as the stats balancing for the specializations, we will apply that to our A.I. trainer and roll out the option for players to play against an A.I. opponent.
In next month’s update, we will cover the specific specializations from the Schools of War and Divine that will be in the first playable, and will also go over some of the weapon types associated with each class. Future updates will cover the magic system and environments. We appreciate the support and patience the backers have shown towards this difficult development cycle, and we look forward to demonstrating the progress we are making throughout the new year.