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SKALD: Against the Black Priory News

Project Update: Feature Highlights 1

Greetings one and all! I hope this finds all you fellow RPG nerds well! I think it’s about time for me to emerge from my developer’s cave and write a little bit of a project update!


Art by Gustav Samuelson / @MechaBarbarian

In case you’re reading this and don’t know what we’re talking about, you can start out by checking out the SKALD demo on Steam (and don’t forget to wishlist):

https://store.steampowered.com/app/1069160/SKALD_Against_the_Black_Priory/

[h2]News[/h2]

Skald has been making the news! We’ve gotten a round of some fantastic, organic coverage in the last few weeks and truly there is no better feeling for a solo-developer than to have people talk about your project in such glowing terms! A few of the bigger ones are PC-Gamer, Eurogamer and CRPG YouTuber Mortismal Gaming.



And best of all: These are just the biggest ones! There’s been a score of other content creators and gaming-sites talking about the game lately and I truly couldn’t be happier.

In a world where discoverability is likely the largest hurdle to indie success, word of mouth has once again become tremendously important.

[h2]Feature Highlight[/h2]

There are so many things I could (and probably should) be talking about that it’s hard to choose. True to form I picked some of the things that are at the top of my head and those are some of the secondary systems in the game. For today I chose camp mechanics, crafting and magic items.

[h3]CAMPING[/h3]

The idea of your party sitting around a warm campfire with a belly full of stew and a pipe stuffed with fine pipe-weed sharing stories of battles past is just so appealing to me.



Beyond that, camping also serves as a way of reinforcing the game-loop that is essential to RPGs: You occasionally need to take a break from adventuring to rest, recover and restock!

Camping in Skald serves as a way to recover lost resources and clear the injury conditions that accumulate during combat: You can recover lost vitality easily enough (by using spells) but if you get hit hard enough you may end up with injuries. These make adventuring harder and eventually you’ll need to make camp to recover!

You can either pay to sleep at an inn or, more commonly, you’ll be resting in the wild! Most surface areas are usable for resting (no sleeping in dungeons).



During rest, you need to feed the party. If you have less than the required food available, the party will not recover fully (providing only 50% of the food will only restore 50% lost Vitality etc). This means that gathering and crafting food is a good idea (more on that later).

In addition to eating, your party can also be put to work with camp activities! Activities like foraging for supplies, fletching arrows and training or entertaining other party members makes different classes and skills shine.

Camp logistics not your jam? Well, the game comes with a powerful set of difficulty settings allowing you to disable the food requirement so you can get the exact RPG experience YOU want!



[h3]CRAFTING[/h3]

As it’s already been featured in the demo, the crafting system is not really “new”. However this system has been recontextualized a bit with the introduction of camping because it influences the use of food in the game.

A character needs to eat 10 “points” of food per night. Eating a raw potato might give 1 point of food. Eating a bowl of vegetable stew might offer 10 points. So in other words, even though you can chomp down on raw ingredients, your characters’ lives become A LOT easier if you cook for them. Also, I’m making no promises here but I would just LOVE to give party members favorite foods. I’m trying to decide what Roland would like. Perhaps something sweet? Or sausage?

Oh and I also added alchemy to the game! Gather ingredients like flowers, monster parts and fungi and use them to create potions!



So how does it work?

Gather ingredients and examine them to learn which go together to craft new items! You can experiment with combining ingredients and you don’t lose them if you fail so there’s no reason to not play around. It’s a bit of a mini game and I find it to be a lot of fun. You can also find scrolls with recipes on them that automatically unlocks the recipe.

As it currently works, you always succeed at crafting if you attempt a valid recipe. However depending on your crafting skill and the item’s complexity there is also a chance that you get a superior result (more than one new item for instance ).

All in all, I’m happy with the system. It doesn’t take up much space and if you don’t want to deal with it you don’t have to. But if you do chose to interact with it, it adds a layer of logistics that I personally enjoy a lot in games like this. Actually having to plan out the expedition to the nearby dungeon adding in stops for resting and making sure you’re carrying enough raw materials to craft the consumables you need as you delve into the darkness is my jam.


[h3]MAGIC ITEMS[/h3]

I’ve also been giving a lot of love to magic items lately. This one might be a bit divisive: There will be a lot of procedurally created and semi-randomly placed magic items in the game.

I know a lot of you don’t like this and I can certainly sympathize. In an ideal world, every item would be lovingly hand-crafted and placed in the world. The problem with this is that it takes a lot of time. As in A LOT a lot.

The result would be much fewer items to be found and after testing this game for hours on end my conclusion is that the game works better with more items even if that means they are procedurally created and placed.



Just to be clear: The fact that most items are procedural in the game does not mean there isn’t also the occasional hand crafted item to be found. Also, magic items are not dropped from random encounters. Once the game starts a set number of items are placed in the world and these remain static. The game does NOT feature Diablo-style grinding for loot-drops and there is no way to save-scum the system.

I’m going to make every effort to keep a close eye on the system here to make for a balanced and interesting distribution of magic items and I feel pretty certain that it will work out for the best in the end.


And there we go! A summary of three fairly nerdy subjects that I’m sure will be of interest to at least three of you!

To stay posted, be sure to follow the Skald Twitter and Discord and wishlist on Steam if you haven’t already!

Much love,

AL

Grim fantasy retro-RPG Skald: Against the Black Priory has a new demo ahead of a spring 2024 release




fter a few years of development teases, retro-style RPG Skald: Against the Black Priory has a release window: spring 2024. The party-based RPG has been touted as an example of marrying a retro aesthetic—Commodore 64 era, in this case—with a more modern style of game and interface design...
Read more.

SKALD: Against the Black Priory will launch in Spring 2024!

Greetings, and happy Rawcember everyone!


Let’s dive straight into our big announcement for the end of 2023:
The launch of SKALD: Against the Black Priory is now officially set for Spring 2024!

Over the past year, Anders and the team have been hard at work on the game in order to craft a memorable adventure that we know you’ll enjoy, and we truly can’t wait for you to see and experience it by yourself.

To give you a glimpse of what to expect in the final game, we have put together a new trailer that you can see below:

[previewyoutube][/previewyoutube]


Every system in the game has undergone meticulous polishing and significant enhancements since we last showcased it back in January 2023. But that's not all—additional features and improvements are still in the works to ensure that you’ll have a blast playing through the final game, whilst exploring its world and uncovering its mysteries.

Our free demo has been updated and now features an early look at some of the new features mentioned above, including font customization options, difficulty settings, and other accessibility or quality of life improvements.

As we gear up for the launch, you can expect more frequent updates and new content drops from us, so stay tuned by wishlisting the game on Steam and following us on social media!

Also, don't hesitate to drop a comment to share your reactions or questions about the game if you have any.


We can't wait for you to experience SKALD when it launches in Spring 2024!


The Raw Fury team

Project Update: Let There Be Light!

Hello there one and all!



In classic AL fashion I’m long overdue with another project update! That means there is sooo much to show off and talk about. So much in fact that I’m not even going to try. Instead, today I’ll focus on one of the flashier updates: An improved lighting system!

The Issue

There is a lot of level-design and building going on at the moment. Company is doing good as well and I’ve been able to get a lot more professional art assets in the last year without having to worry about cost (see some of the gorgeous environments below).

The issue I was running into however, was that I wasn’t able to fully convey the mood of the the environments I was making with the tools I had at the start of 2023. For a game that aims to have a bit of a darker tone, this was actually kind of a big deal.

The dilemma I was wrestling with was that I had committed to a 16 color palette; Adding a more complex lighting system would result in more than 16 colors being shown on screen at any given time.

None the less, I was feeling pretty strongly that something had to change so I set aside two weeks in April, cracked my knuckles and went into a coding frenzy! Turns out there are some advantages to having such a large proprietary code-base. Since I know every in and out of my draw pipeline it was surprisingly easy to set up what I needed.

As for the result, I’ll let this image speak for itself:




The Solution

The first thing to keep in mind is that Skald is built as an “engine inside an engine”. In other words, the Skald engine lives inside Unity but it is 99% self-contained. For instance, it draws its graphics by baking sprites at run-time, completely independently of Unity. Once all the drawing operations are done and the complete screen image is baked, it makes a Unity texture and lets the Unity camera “photograph” it.

The advantage here is that it’s very easy to perform very precise operations on individual pixels. In other words, we can do pretty cool stuff that is still 100% “authentic” pixel art.



We leverage this in the lighting system: A lighting value is calculated for each 16×16 tile and based on this, the sprite for that tile is shaded with a bluish tint (pixel per pixel). As you can see on the floor inside the cabin above, this means the lighting is overtly tiled but in my opinion, this works beautifully with the tile-based nature of the game.



That is not all however! Light-emitters also have pre-baked “auras. These can have different shapes and colors: Note how the ritual candles in the GIF above have a green and purple tint. It also allows me to do stuff like god-rays.

Anyways, I’m pretty proud of the system and the result. It’s changed how I make levels and my only regret is not making it sooner. If you have questions about the system or its implementation, feel free to DM me!

In Other News



As I said initially, I have so much to show off that I don’t know where to begin. However, the finish-line is coming into view so for what it’s worth, you’ll all be playing the game pretty soon. That also means, stay posted for a release-date announcement.

Unity

Many of you will have noticed that Unity has been going through dire straits the last weeks. The engine revealed a new pricing model a few weeks ago that was extremely controversial and caused a mass-exodus of players.



For a lot of companies, this had the potential to be catastrophic. Skald was however, never in any direct danger due to the game’s pricing model etc.

That being said, it also appears Unity has rolled back their updated policies in the recent days. In other words: Skald was and still is, 100% safe.

The Lost Sector

I did an interview with Chris Freeman last week for the Lost Sector Youtube channel! I love the Lost Sector and if you’re reading this, so will you!

We talk Skald, retro-gaming and Unity (if you want to understand more deeply why the pricing change was so controversial). Chris also has a loop of the updated game build running in the background so if you want to see the new lighting-system in action, here’s a chance for a sneak preview of a very rough production build (Chris twisted my arm)!


---------


That’s it for now! I’ll do my best to keep you posted but I also need to make a game so if you don’t hear from me for a while, it’s because I’m making cool stuff.

To stay posted, be sure to follow the Skald Twitter and Discord and wishlist on Steam if you haven’t already!

Much love,



AL

Project Update: The Calm Before the Storm

I’ve been much less active on social media for a few months and believe me when I say it’s been necessary. I truly wish I had more time to interact with all you amazing people but there is only so much bandwidth in my head and social media can potentially eat up a substantial amount of it so I need to be very careful.

Such is the life of a solo-developer!



[h2]Give us some news![/h2]

I’m really biting my lip here as I try not to spoil any of the cool, new stuff I’ve been stuffing into the game! My brand manager made me promise that I was going to be patient.

However, I won’t be spoiling anything if I say the late summer and early fall of 2023 will be really busy for us in terms of marketing. This means we want to save as much of the cool stuff for about another month or two. HNNNGGGGGG!!!!



Instead of showing off the game, here is some corporate news (“Yay!” said no one).


[h2]Current State of Production[/h2]

Internally we have a release date set and we are fully committed to hitting it!

In other words, we’re currently pumping out content! That means levels, graphical assets, game-objects and writing. It’s hard work but we have an amazing team of freelancers and what we’re making looks fantastic.

We’re also doing an important job of adjusting scope to make sure that what we put out is as high quality as possible. Some side-content that was intended to be in the day-one release will get postponed and released in free updates post launch.



This one is all on me: Making RPGs are insanely complex and it has been very hard to predict the amount of time that goes into making different types of content. Some are much faster than expected, whilst other types (especially branching quests) are much more time-consuming – expected for small teams.

Nonetheless, we’ve cracked the code at this point and though it has taken trial and error, we will be delivering a retrogasmic RPG experience!


[h2]The Norwegian Film Institute[/h2]

The Norwegian Film Institute (NFI) is backing the Skald project. This means we get to put more art in the game (focusing especially on environmental art and creature design) as well as hire more help with writing, editing and audio design.

This is honestly a pretty big deal. NFI is a fantastic partner to have on board that offers substantial long term support to projects and companies without any creative constraints whatsoever (sweet, sweet social-democratic tax policies). What’s more, NFI is VERY enthusiastic about Skald. Turns out they’re pretty big nerds with a lot of love for bespoke, artsy games.

In other words, this bodes well for the future of the franchise and company.


[h2]Studio Name Change[/h2]

The company has changed its name from “Scape-IT” to “High North Studios”! The old name was a legacy name and it feels really good to get a name that more accurately reflects the company. I wish I had a fancy logo to show as well but this is just another item in a very long “to-do” list.


[h2]A Storm is Coming[/h2]

At this point I’d rather say less and save the sexy stuff for when we ramp up marketing this summer. I truly hope and believe it’s going to be worth the wait.

Thank you so much for your incredible patience so far. Believe me when I say that the future is looking really exciting and pixelated for us retro RPG fans!

To stay posted, be sure to follow the Skald Twitter and Discord and wishlist on Steam if you haven’t already!

Much love,

AL