- Jun 20, 2019
- 45
- 62
Battle Mage From Obscurity (Dev Thread)
By LutholianDev
By LutholianDev
Hi. Working on a new game.
The game's current working title is Battlemage from Obscurity. It is a fantasy visual novel about a wizard's apprentice, his journey to "greatness", and the people he meets(and sleeps with). Battlemage from Obscurity will be made in Ren'Py, with character portraits and most areas having unique backgrounds. At this time, and most likely still by the release of the first public version, the game's art is ai generated. I would love to have an actual artist work on it, but that is simply not economically viable to pursue at this juncture. The game's soundtrack is assembled from royalty free music.
To the right, one can see our current cast of characters, minus a few for varying reasons such as spoilers I don't quite want to tip my hand for just yet.
Plot Premise
Our story begins with our protagonist being sent to the border regions of the kingdom(tentatively the Kingdom of Tulor during its heyday, for the something like three fans of my prior game to whom that might mean anything), where a group of undead has been reported. A border garrison has been dispatched to deal with the problem, and a the presence of a wizard requested just in case. Our hero's master, not wanting to make such a journey to provide unneeded help in dealing with the petty leftovers from the last War, sends him out to fulfill this task in his place. Shockingly enough for such a plot, the situation is more dire than assumed. Now our hero must do what he can to save the village, and in the process kick-start his rise from an obscure wizard apprentice to a famed battlemage.What we've got so far
(accurate as of March 14th)
- A good chunk of the intro to the game. The main plot introduction is completed, what remains to be done is a sort pseudo-tutorial that has the player encounter the mechanics of the "real" game in isolation first without being thrust into the full thing right away.
- The core village location of the first act, in full baseline functionality. The player can navigate from location to location, every location has a background, and so on.
- Working day of the week and time of day system. Areas can have different options depending on time of day, a current in-game example being a character who is working on his farm during some parts of the day and drinking in the tavern in the evening. Same for day of the week, a current in-game example being that Sunday is church and market day and new options being added based on those days. Location backgrounds have day and night versions.
- Several characters in-game have conversations available, as well as a bit of degree of limited interaction.
- The (unseen)player character has a bit of a wardrobe system implemented. Some characters will react to the player wearing a different outfit. The player is able to buy an outfit from the village's tailor shop.
- The player can choose to have the "femboy" trait during the intro/character creation. This unlocks different dialogue options and such and can interact alongside other systems.
- Soundtrack. Changes based on current context, for instance the market during market day has its own background music from the usual generic one.
- On the art front, every currently implemented character has artwork. Every location has a background and every location that can be visited during both day and night has a night version as well. A handful of adult scenes have been generated, but not yet implemented.
- The story outline for the first act is nominally complete, with enough space for a bit of flexibility if changes or rewrites need to occur as implementation forces it to confront reality. The basic concept of the second act is defined, and will become more concrete as Act 1 develops.
Think that's everything I wanted to say. Questions are very welcome. I'll be using this development thread to dump "art", talk about development, and hopefully get some feedback on my ideas and the direction of the game. With my prior game, F95 was the only place that gave actionable feedback and honest critique, and I hope you folk will continue to do so.