Hello Friends of Fabular,
Batowski here with the development news of the end-of-the-year period. Before we jump into what each 'department' has produced during the autumn and the start of winter, let's start with a small note first:
The project is entering a stage where it gives us a headache whether we should share certain progress with the public or not, since some of the content we produce can be a major spoiler regarding progression and storyline. Thus we've decided to withhold some of the content we produce, such as unlockables, and endgame scenes, enemies and characters.
We hope you understand this, and while it is hard on us as well not to be able to show something we are proud of, we think that in the end it would just ruin the enjoyment of the final product for most of you.
Now on with the update!
There are still a lot of under-the-hood stuff that we can not showcase at the moment, but the biggest development code-wise is no doubt the event editor. It's a standalone app that runs parallel with the game itself and makes life so much easier when we create or edit our text-based illustrated events.
Changes made are instantly reflected in-game and a possible future localization could be an order of magnitude easier with a tool like this. No more diggin around in dozens of text files in notepad, yay! :)
Design and Art
The biggest development of the design front is that we've finalized the act structure of the game. We are going to have 5 different realms to play through, each with their own unique characteristics regarding scenes, enemies and characters. We'd planned 7 acts originally, but during our design sessions we felt that by segmenting the game to more acts, the realms themselves would lose a lot of "personality", so instead we've reduced their number and concentrated on making each one of them unique with a strong and coherent mood.
It doesn't mean that we've cut content, it only means that we've condensed them into fewer realms and made the realms last longer. In fact we've been working on a lot of new background scenes and enemies and we hope to fit them in to make life nice and varied in Fabular.
The following is the description of our realms together with a few visual examples showcasing our governing principles when designing their themes:
Realm 1: The Hinterlands
Civilized, familiar, Earth-like outer space
Woodlands and grasslands of our own Kingdom's border, containing friendly villages or cities that are often plagued by harassing packs of Marauders.
Our goal was to implement the style of medieval romance novels and legendaries in a Space-opera setting while adding some folktale and fairy tale flavor into the mixture. This realm speaks the most about the characteristics of the playing character's original home environment.
Realm 2: Sky-high Mountains
The Iron Kingdom; home of stone, metal and fire. Led by the Iron King, it's inhabitants are mostly famous of their Starsmithing expertise.
Our intent was to illustrate the coming together of nature's raw power and the hand-crafted power of human industry in a Medieval outer space setting. Sprinkled some Steampunk on the top as well for seasoning.
Realm 3: The Neverending Sea
Underwater, abyss, mariner myths
Ruled by the Fisher King, this realm is characterized by lush flora and fauna as even the emptyness of space seems to make waves as you traverse it.
We tried to merge the surrealistic and fantastical figure representation of Hieronymus Bosch with the underwater vision of Jules Verne and present it in a Chivalric culture.
Realm 4: The Primal Domain
Realm 5: The Void
Although this year wasn't the best from any perspective, one thing is certain: we are all committed to deliver Fabular as soon as possible. How soon is soon remains to be seen but we have lots of plans for the future and how to make soon sooner, we just don't want to say anything too soon. :)
You can rest assured that the project is in a safe spot at the moment, and we can all continue to work on it as before. Only one thing remains for me to say:
HAPPY HOLIDAYS EVERYONE!