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Mini-devlog Update #6



You instinct was correct. The sea bed suddenly drops away, to reveal the ruins of the Sunken City of Ziusudra. Crumbling towers climb out of the hazy green depths, and shoals of flashing silverfish dart through the abandoned windows and doors of coral-encrusted buildings.

The creature you are following arrows down towards a large dome-like structure covered in waving tendrils of seaweed. It disappears through a hole in the roof of the dome.

Carefully, you swim down to the hole and look through, into the palace of the repulsive ones.




The inside of the dome is lit with an eerie yellowish glow that comes from the sea-moss that carpets the ceiling. At the far end, a grotto in the wall contains an idol made from sea-shells and coral, presumably of Oannes, the god of the repulsive ones. At its feet lies the golden net of Alvir and Valmir, the object of your quest. Between you and it swim several of the giant squid-creatures, carrying out various undersea chores.

Underwater encounters are a challenge to represent in a 2D game as nothing can beat the vivid imagination of the reader but we try our best!



A knight, in full plate armour, rides up and says, ‘Welcome to the Castle of the Dragon Knights. It is our custom to joust against all who would come here – for a wager, of course.’

He explains that you must bet the weapon and the suit of armour that you will use for the joust. If you lose, you forfeit the weapon and armour. If you win, you get the armour and weapon of the knight you defeat. Most of your potential opponents, you note, would be using a sword and plate armour.


There are so many wondrous places in the Fabled Lands and it brings me joy exploring them visually. I know for sure that I love our leading artist's work (Bernar Aganchyan), and while I configure, balance and test all combat encounters, I cannot but feel eager to find your reaction when you explore every single place we are preparing for you.

Mini-devlog Update #5

With so many players having their eyes on the actual gameplay of the Demo that participated in the Steam Game Festival, I managed to collect useful feedback that sat down at the back of my brain and aged well.

My method of development is iterative, coming from my agile software development experience. I always try to plan a vertical slice of tasks for 2 weeks ahead and have a working prototype at the end of it. That way I have to re-do portions of the code when I figure out something can be or must be improved which costs time but makes me more flexible with changes, and at the end of the day, it delivers.

When I first implemented the character inventory, I did it under the form of an action bar at the bottom of the screen. I used right-click pop-up menu to let the players Equip items by highlighting them which worked for the time being and allowed me to transition fast to other functionality areas. However, in the Combat screen where I needed an actual action bar for the skills and actions the players can perform, I struggled where on the screen to put what. I implemented tabs to switch between items and actions, and I left that known issue for the time being to advance to other areas.

Later, I separated equipment from the inventory and placed that on the Character Sheet dialogue. I was quite happy how it looked but this deepened the other issue. Now you had to go to the Character Sheet to equip/unequip items which resulted in lots of useless clicks. Not to mention that some people struggled to figure out that they have a healing potion they could drink or how to do drink it even if they see it. Some also stated the obvious question: why do I need to always see my inventory while reading the story if the items are not needed on the spot?

Another area that showed usability issues was the merchants. Although players figured out how to buy or sell items, many expressed concerns with how it is presented.

With the development of the full Skill system (both active and passive skills) on the horizon for all professions, it was time to go back and revisit my UIs and make them better.



First, I had to rework the inventory management system. I refactored all code related to item slots to make the system extendable and modular. I quite enjoyed that as a programmer :D Refactoring meant that all the functionality must act the same as before while improving only the code. It is not a productive thing to do when meeting a deadline, but I needed a solid foundation to make changes, or it turns into a bug-fest quite quickly. Nothing like a bug to ruin any game experience.

Second, I removed the inventory action bar and implemented a backpack in the Character Sheet, House Stash and Shops.



Then I implemented weapon sets. Thus, you could equip a range weapon and switch between your weapon sets instead of constantly opening the inventory to swap weapons.



Lastly, I changed the combat action bar by adding 'Swap weapons' and 'Use Item'. 'Swap weapons' allows you to switch between your equipped weapon sets while 'Use Item' pops-up a mini-action bar containing all your consumable items such as potions. Voilà, you can now left-click to drink! In addition. both of those actions now cost 1 Action Point. That way they become more tactical and add some depth to the decision-making while slightly nerfing Ranged combat and Healing pots.



As for the merchants, I did several improvements. Separating the items in two tabs: Items in Stock and Searching to Buy, gets rid of the problem that new players see right away items that they not only can't afford but actually can't buy because those items are what the local merchants seek to obtain for themselves.



The whole point of the market system in the Fabled Lands is to roam the open-world freely and find the best places to sell your loot for the best price. Due to the small nature of the inventory and various interesting quest developments that lead to losing it, it's quite the inconvenience to carry your loot all over the place to price check items. House stashes are there to store your valuables until you need them. Hence, I reached the conclusion the player still needs the information what can be sold where and at what price, just presented differently.



To improve on that, I added sell price, cost price, or willing to buy price to item tooltips. Items that you cannot sell at the current market are disabled (but you can still drop them if you want to make room for new items). Lastly, you can sell an item by drag & dropping it onto a BIG visual area, right-clicking an item and choosing 'Sell' or by ctrl-clicking an item for faster shopping.

Hitting a milestone amidst a pandemic

It has been a crazy 2020 and it has not even finished yet. Without going into too much detail about the personal health issues me and my family had (you know, aside from COVID hysteria and the quarantine) I tried to focus hard on my game development work amidst a pandemic. It was my personal island of serenity every time I had the chance to code and focus on swords, magic, dice, and tactical combat. Here is what happened in brief during the development of my biggest game so far.

[h2]Combat and pen’n’paper RPGs[/h2]



Early this year we renewed our Dungeons and Dragons sessions online. We conducted them over the wonderful online tool Roll20. Although I am more of a fan of a ‘theatre of the mind’ type of pen’n’paper RPG, the party really enjoyed grid-based combat with tactical maps, distance measuring, terrain obstacles, etc. I believe the timing was perfect for me to experience that. The reason being that at the same time I was wrapping up how the new tactical combat that ought to replace the one in the books, would work out for Fabled Lands cRPG.

One of the biggest challenges I was faced with when adapting the source material was ‘can you get tactical’ when you are controlling a single character (hero) vs several monsters (enemies). If you look at chess, a beautiful war-game with staggering simplicity yet seemingly endless complexity for the human mind, each piece has a simple, unique role, and the mixture of the different roles resulted in an abundance of different tactical scenarios and outcomes.

Even the simplest stereotypical adventuring party with a warrior, wizard, rogue, and cleric, each with their own specific abilities, is enough to bring some meaningful choices to the table with clearly defined roles (tank, control, damage dealer, and healer). At the end of the day, giving the players as much choice as possible is what makes the recipe complete and fun.

My PvM combat (player vs monsters) in a turn-based hex-based manner seemed redundant and out of place to some people who watched the teaser trailer. Why a grid in the first place? Why turn-based? Whilst FL combat cannot nor it should go in great complexity heights, I did want to enhance it.



As I mentioned, the game is single player vs monsters as opposed to controlling a whole party. In many, many similar RPGs the combat is delivered in real time or semi-real time (i.e. Divine Divinity, Stoneshard, etc.) However, what do you do when you have a narrative RPG? The more story based JRPGs can go either way depending on how the story works (remember Dragon Quest?). Real time combat on the world map (or semi-real time with pausing or simultaneous play of turns) with enemies appearing and attacking you while you move around would not fit neither the pacing nor the mood of the narrative game. I decided turn-based was the way to go and I wanted to experiment with a hex-based grid as I have experience in that area from one of my previous titles. If the grid, however, is too big you just run away indefinitely and recharge your spell cooldowns/shoot with a ranged weapon, and it becomes quite easy and more of a chore than anything else.

Even though space is scarce, it lets me experiment with obstacles, terrain modifiers and even onboard collectables to put more weight on positioning. I decided to play around with spell patterns too. In example, you must position your character accordingly to be able to gain maximum utilization of your spells' hex patterns. I want to add on top of that some passive skills that may adjust the effects depending on how you apply them, and I feel it starts to be interesting even if a bit simplistic compared to modern-day standards. There are also summoning spells like the Wayfarer's animal companion or the Troubadour's illusion. These spells instantly elevate the positioning element even more as well as help other spells that boost your and your allies’ stats shine if used in combination.

[h2]Steam Summer Game Festival[/h2]

Back in April I received an unexpected e-mail from Steam. It turns out that they were experimenting with new formats and were giving devs new opportunities to present their games to the public. Upcoming games could participate in an online festival with players being able to try out a demo.
Although Fabled Lands wasn’t really ready just yet, I poured my energy into creating a small build that can give people a taste of what is to come despite being a bit rough on the edges and with tiny content.

As an indie dev you have one shot at this, and you cannot afford mistakes, or you are buried under a big pile and sent back in line for contracted work. So, opportunities like this are not to be missed or taken lightly.

To my surprise people really enjoyed the demo and I received incredibly positive feedback as well as constructive one to help me on the long development road ahead. Those moments when you share your months and years of work with other people and they get an enjoyment out of it is really a precious thing for any content creator and I am extremely proud and joyful to be a part of that process.

[h2]The end of the year approaches[/h2]

It is time for the Autumn edition of the Steam Game Festival, and I am once again in the loop, hoping to impress you. The demo is officially back! Although those who have missed the chance to play it last time or those who are new on the hype train (is there really such one?) are obviously the gamers I aim for, I have in store for my faithful play testers some neat new stuff such as the character equipment window, sailing, Ironman mode, a glimpse of the world map, and small improvements based on the community feedback.

I know I have talked a lot more about combat this time but if you join me on this ride you will learn more in my weekly updates on the real strength this game has to offer - its open world narrative adventures.

I wish you a wonderful stay at my indie dev tavern!

FABLED LANDS - LIVE Q&A WITH THE DEVS

Join us on our Discord for live discussion on Oct 9 8:00 PM
EEST.

If you are an old-school RPG fan, a tabletop roleplaying addict, or just interested in good story-driven games, come and join us for a live chat session! We will stream the game and have some fun while you will have a chanсe to give us feedback on the demo, and even influence the development!

Join us on our Discord.

[previewyoutube][/previewyoutube]

Fabled Lands - Live AMA with the devs

Join us on our Discord for live discussion.

If you are an old-school RPG fan, a tabletop roleplaying addict, or just interested in good story-driven games, come and join us for a live chat session! We will stream the game and have some fun while you will have a chanсe to give us feedback on the demo, and even influence the development!

Join us on our Discord.

[previewyoutube][/previewyoutube]