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Devlog#4 - More environment art, magic combos

Hello guys! In this devlog I will show some more progress I've made with the game and talk about magic and magic combos I plan to implement in Gedonia,

I've been hard at work on more environments for the game, in particular I've completed basic layout of the main Capital of Gedonia, and started working on Magic Academy.
Tthe main, still unnamed capital city of Gedonia will be pretty small, but very tightly packed zone with living quarters, city market, park, king's castle and gladitorial arena. You will be able to enter most of the houses in the city, check what's inside, talk to people, find different quests.




Gladitorial arena will be a huge part of the game, because you will be able to enter gladitorial contests, fight other champions, become the champion yourself and receive a unique set of items and the title for it!




I've only started on working on Magic academy, which will be huge building with a lot of rooms, housing whole magic faction in it, and containing a lot of interesting magical items, books and secrets. It's located on the shore, away from big cities, but you will be able to find path to it and start learning magic pretty quickly!



Magic and magic combos

Right now there are 5 types of magic planned in Gedonia:
  • Elemental magic, which allows you to use different fire, water, lightning spells to deal huge damage to your enemies
  • Arcane magic, which gives you powers to change reality in different ways, like slowing down time, teleporting or even flying
  • Nature magic which gives you different nature-based buffs and heals or allows you to control animals around you
  • Holy magic allows you to heal yourself or your allies or destroy undead
  • Dark magic allows you to deal unholy damage and curse your enemies or raise undead servants

I am planning to implement combos between different magic spells, Some of them will be able to improve or decrease effect of your other spells. Some of them are based in real life physics, for example

You can create a ball of water that will slowly drown your enemy for the limited time, but also will remove all burning effects on the target. If you use freezing spell on it, it will create a huge block of ice that will freeze enemy for the long time. Alternatively, you can use lightning spell to deal double damage to the target and apply a shock effect on it.

Thank you for reading this post, stay tuned for updates.
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990
Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN

Devlog #3: Environment progress and more crafting info

Hello everyone! Today I want to share some progress I’ve made over past two weeks and additional info about crafting, planned in Gedonia.

I’ve been working on adding new environments to the game recently, these are just rough base for the locations in the game, just buildings and terrain, no advanced props and decorations or npc’s. It’s a couple of towns and dungeons from first 3 zones of the game, and you can check them in this video:

[previewyoutube][/previewyoutube]

More details about crafting in Gedonia

Generally, you can distinguish two approaches to the crafting in games nowadays – crafting a fixed item from a recipe (more classic approach), or modifying and changing an item endlessly with mods and improvements. I decide to go with the classic type in the game. There are 6 types of crafting in Gedonia so far: Blacksmithing, Leatherworking, Tailoring, Alchemy, Cooking and Enchanting. Most of them are pretty self-explanatory, except maybe enchanting, which will work quite differently from most other RPG’s.


The main difference between crafting in most other RPG’s nowadays and Gedonia will be that I will try to make crafting a separate and viable character progression path, instead of optional activity. You will get experience when you craft items, and you will be able to learn any amount of crafting professions you like. So, instead of being a strong warrior or powerful mage, you can be a skillful crafter, make a bunch of money, hire a couple of mercenaries, equip them with items, potions and enchants of your own making and beat the game this way. In the end, it’s all about the freedom of building a unique character with unique playstyle.

Thank you for reading this post, stay tuned for updates.
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990
Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN

Devlog #2: Factions and companions

Devlog 2: Factions and companions


Hello guys! In this second devlog for Gedonia I wanted to share some info about different factions and companions that you’ll be able to meet in your travels.
Factions play huge role in the world of Gedonia. Each faction have different relationships with another factions, and you’ll be able to gather reputation with most of them, which will give you unique benefits like items, abilities and quests.

Kingdom

This is a default faction you start with, it consists of population of different human villages across the realm, warriors guild, people of the capital and kings guard. If you improve reputation with this faction, you will be able to learn different fighting and archery abilities from warrior’s trainers in battle camps across the map. You will also be able to join traders and crafters in the capital and learn their skills.


Bandits

These outlaws have setup different camps in forests and ruins all across the map, and have huge lairs in the mountains, where they keep their loot. If you try to become one of them, expect huge your reputation with Kingdom dropping very quickly. You will be able to learn different rogue abilities, poisons and archery skills in this faction.



Mages, Necromants and Holy temple

If you want to learn any type of magic, you will have a choice of 3 warring factions. Mages can teach you different elemental and arcane magic spells. Necromants can teach you dark curses and how to raise the dead for your command. Holy temple can teach you to become a holy priest or a paladin. Priests despise traditional magic and hate dark magic, so learning all types of spells at the same time would be tricky, but not impossible.


Barbarians

Barbarians mostly live in the desert and are at war with the kingdom. You will be able to join their tribes and learn powerful berserker abilities or an art of using elemental and nature magic with shamanism.

Animals, goblins and orc tribes

These are different monsters that inhabit world of Gedonia. You won’t be able to join them, however there might be some quests involving tribe members, that you can encounter during your adventures.


Companions


Companions are a huge part of gameplay. Your ability to recruit a companion and create a party is controlled mainly by your charisma stat. Character with high charisma will be extremely weak in combat, but will be able to gather up to 3 powerful party members, that will do all the fighting for him, and use his speech abilities to inspire and buff them or demoralize enemies! You companions will get experience, increase their level, get new abilities, have bonus inventory space for loot and even be able to wield different armor and weapons.
First companion that I’ve added to the game is this cute stray dog, that will join you if you give him some meat and kind words.


Thank you for reading this post, stay tuned for updates.
Follow me on twitter for more info: https://twitter.com/OlegKazakov1990
Join the discord to talk to me and discuss a game: http://discord.gg/XQjSzCN


Devlog #1: A concept behind Gedonia

Hello everyone! This is the first post in the development blog I am making for my new game Gedonia. I’ve decided to start doing these to share my ideas and plans for the project, development progress and news. In this first post I am going to share general concepts and ideas for the game.

Role playing, stats and freedom

I am a huge fan of RPGs and MMORPGs, especially oldschool ones. One of the main reasons I love games like Fallout 1 and 2, Arcanum or TES games, is the complete freedom of making a unique character, and a unique feel each playthrough with this character brings to the game. On the other hand, I also love flow and feel of combat mechanics of such games as World of Warcraft and KOTOR. Gedonia is essentially a mix of all the things I like from these games, which I hope be well liked by you guys.

So what’re the stats and systems of Gedonia will be like?
First of all, you’ve got your main stats. Those are similar to SPECIAL system from fallout, and will influence your play style in major way. You’ve got pretty self-explanatory stuff like strength, agility, stamina, intellect and charisma. Most important concept I keep in mind, while designing these is that you can’t be good at everything. You can either be great at something and bad at something else, or be mediocre at everything. I feel like in a lot of modern RPGs you can’t be truly bad at something, for example in Skyrim, even if you are a warrior type character, you can still cast a little magic, sneak a little or craft something. I don’t want this to be the case in Gedonia. If you are a brute, with huge strength and stamina stats, you won’t be able to even use magic or sneak. I feel this is a huge part of truly making a unique character and playstyle.



Second, you have skills that you will be able to improve with each level. These range from weapon skills to magic, crafting and speech. Here you have a complete freedom of improving whatever you want, and learning different abilities. I want to make this part of the game rich and varied. A skill of using swords for example not only will improve your damage numbers, but will also allow you to learn a huge number of different attack moves. I also plan to make abilities that would require a couple of different skills to use, for example if you are good at elemental magic and swords, you will be able to learn an ability that will set your blade on fire and deal additional fire damage to each attack. Or an ability that would require a skills in speech and holy magic, which will start a prayer, dealing damage to all undead near. The possibilities are endless, and I am very excited to design all possible combinations.



And finally, you will be able to assign different perks that will additionally influence your characters. Want to make a vampire character? Assign a perk that will make him steal health with melee attacks, perk that will make him weaker during daytime, stronger during nighttime, and the perk that will decrease his natural health regeneration. These are still on concept, but I really want them in the game.

Stay tuned for more updates and more info about the game in the upcoming devlogs! Thank you.