Post-Campaign Kickstarter Update #1 - Onwards and upwards!
Hello backers and friends,
It’s been a few months since our last update and the end the of the campaign so we’re popping out of our little hole to make sure people know we’re alive and kicking. We want to start by finally sharing out some of our original music tracks that we’ve developed over the past few months with a young composer here in Jakarta.
We started with the main theme at the end of last year and then went on to score the cinematic trailer we put up in preparation for the campaign and PAX. With those tracks done, we moved on to the battle music which we tiered into three separate tracks that will play at predetermined stages in the battle. You can listen to our first four tracks below and in our SoundCloud playlist.
For the most part we’ve retreated back to our regular production schedule - churning out tactical maps and making headway with a lot of the more complicated mechanics we have planned. We’ve also been hard at work refining the tactical UI and gameplay, setting up rules for the visual pieces on the map as well as reorganizing the flow of information to the player.
The new UI and updated visual rules were publicly tested during our exhibitions at a couple local events (more on that later) and while we’ve headed on the right track, there is still room for to polish it up a bit more. All in all, the tactical gameplay is more or less there, with all nine weapons and their ability trees along with the six general ability trees implemented. We’re now just waiting on the final implementation of the magic before going through what we expect will be months of balancing for the final game.
On a parallel track, we’re starting to implement the Strategic and Castle Layer while also writing in quests for the open world strategic map. We’ve also finally found the best way forward for the story that allows for more exposition of the world lore while also keeping the focus of the main story tied with the mechanics of the game. To that end, we’ve decided that the main story featuring the two brothers will be entirely optional - in that players will be able to win the game without ever following the through the main quest thread. Of course, completing the main quest line will significantly help the player to win (or not), but we want to give the agency of participation in the story entirely in the player’s hands.
Finally, we’ve ventured out into the public again for a couple local exhibitions and to give the studio some much needed public perspective. We were lucky enough to be invited by the Indonesian Agency for Creative Economy and their partners at Duniaku.net to attend this year’s Game Prime Asia 2017 where we were able to have a large space with two build stations. The event was an exhausting but exciting two days of a constant stream of players trying out the build and also gave us the chance to meet a fan who kept coming back for more.
Naturally, the excitement did not end there for the studio. We were then nominated and chosen to be one of four upcoming local games to exhibit at Jakarta’s largest convention: PopCon Asia 2017 as part of the Archipelageek booth.
This was a true honor as the Archipelageek booth was a selection of the Indonesian game industry’s best and brightest divvied up into three categories: Upcoming, PC/Console, and Mobile. This event was a blast, and the chance the to mix it up, shoulder-to-shoulder with our peers was awesome - oh and we’ll cap off this post with this:
A completely unexpected surprise to close off two weeks of back-to-back events, Forged of Blood was award the Most Anticipated Game award at PopCon Asia. This awesome light up trophy now keeps company with Bahamut and BB-8 at the office.
Thank’s for reading, and please comment below on any specific features you might want us to cover next.