Pandora
Hey friends!
Phase II
Marking the second flagship title in the TRACHI series, AUTHORITY aims to build upon the foundation laid during Phase I: AUTONOMY. Just like its predecessor, AUTHORITY will put a heavy focus on narrative and world-building. So if you've played one of the TRACHI games before, you'll get to see a lot of familiar faces.
From left to right: Eurydice, Cleopatra Antioka, Lorna Farago, Atlas.
For those initiated into InvAsion: Blue skies, red rain. For those of you who aren't: Don't be alarmed! AUTHORITY - just like AUTONOMY - will kick things off with its own very unique prologue.
Remember Kenovic?
In the year 1915, civil war looms in Ionia. The central committee is torn in two after their former chairman is assassinated during a speech on new year's eve. Large parts of the nation's secret police, EnKAD, attempt a coup in the capital of Ionia. Aion, or Byzantion, as it used to be called, is quickly secured in large parts due to the swift reaction of one particular government official: known only by his PSEUDONYM, Hyperion.
At the same time, an 18 year old girl decides to go off on her own. For the first time in her life, Lorna Farago feels like she's making a choice. To get away from it all. To find a new family in a different place.
To stand on her own two feet.
Some pieces aren't meant to fit.
For a couple of hours, Lorna will take the center stage. As a corporal of the 3rd Reconnaissance Battalion, she and her comrades will take part in various skirmishes, culminating in the siege and ultimate liberation of Kenovic. And since there's a war going on, anyway, we might as well try something new.
Pointing.
For the first time in the history of TRACHI, there will be a dedicated emphasis on combat.
Using Unreal Engine's Lyra Starter Game in conjunction with models created in VRoid Studio, AUTHORITY will feature actual gameplay segments of people shooting each other. There'll be a heavy emphasis on stealth and overall tactical gameplay. The Mosin carbine version pictured above, for example, is currently tuned to one-shot any target closer than 500 meters, provided the bullet hits a weak spot, such as the head or neck.
ICU.
Things will hurt. That goes both for NPCs and characters controlled by players. The goal is to facilitate a methodical approach to firefights, where engagements need to be picked carefully.
A big part of that will be utilizing specializations. Lorna for example will be a scout, whose main responsibility is to make out targets and quickly move from one spot to another. For that matter, scouts won't be spotted easily while they're moving, whereas snipers get a bonus to stationary camouflage and so on.
Circa 1924.
In the spirit of TRACHI, AUTHORITY is about perceiving and being perceived. An AI that is able to actively look for cover and try to overwhelm players when they're at an advantage are among the many features that will constitute the rules of engagement. This goes both for enemies and player companions. The latter will also be able to follow orders given by the player - or alternatively be controlled directly.
All of these things, coupled with familiar TRACHIAN dialogue are hopefully able to portray a picture of a world that's both authentic and enjoyable. During the next 35 months, I'll try my best to accompany the development of AUTHORITY with monthly devlogs, featuring footage and demonstrations of the current state of the game.
Un, deux, trois.
In addition, I'd also like to go deeper into certain aspects, be it animation, AI, locomotion, weapon handling and ability systems in general. Naturally, there'll also be plenty of posts where I'll try to put a finer point on specific narrative elements.
Last but not least, future devlogs will also (hopefully) incorporate videos showcasing gameplay elements.
At any rate, I'll be back with another devlog on October 28th, at the latest.
If you'd like to stay in touch, feel free to follow the development here on itch, via the project's twitter, or discord.
Until then, I hope you have an amazing couple of weeks.
Much love
nory
Note: This was post was originally published on 28/09/2022.
Welcome to TRACHII!

Marking the second flagship title in the TRACHI series, AUTHORITY aims to build upon the foundation laid during Phase I: AUTONOMY. Just like its predecessor, AUTHORITY will put a heavy focus on narrative and world-building. So if you've played one of the TRACHI games before, you'll get to see a lot of familiar faces.
Broadly speaking.

For those initiated into InvAsion: Blue skies, red rain. For those of you who aren't: Don't be alarmed! AUTHORITY - just like AUTONOMY - will kick things off with its own very unique prologue.
Origo

In the year 1915, civil war looms in Ionia. The central committee is torn in two after their former chairman is assassinated during a speech on new year's eve. Large parts of the nation's secret police, EnKAD, attempt a coup in the capital of Ionia. Aion, or Byzantion, as it used to be called, is quickly secured in large parts due to the swift reaction of one particular government official: known only by his PSEUDONYM, Hyperion.
At the same time, an 18 year old girl decides to go off on her own. For the first time in her life, Lorna Farago feels like she's making a choice. To get away from it all. To find a new family in a different place.
To stand on her own two feet.
Little Pear

For a couple of hours, Lorna will take the center stage. As a corporal of the 3rd Reconnaissance Battalion, she and her comrades will take part in various skirmishes, culminating in the siege and ultimate liberation of Kenovic. And since there's a war going on, anyway, we might as well try something new.
Ready and able.

For the first time in the history of TRACHI, there will be a dedicated emphasis on combat.
Using Unreal Engine's Lyra Starter Game in conjunction with models created in VRoid Studio, AUTHORITY will feature actual gameplay segments of people shooting each other. There'll be a heavy emphasis on stealth and overall tactical gameplay. The Mosin carbine version pictured above, for example, is currently tuned to one-shot any target closer than 500 meters, provided the bullet hits a weak spot, such as the head or neck.
Camouflage.

Things will hurt. That goes both for NPCs and characters controlled by players. The goal is to facilitate a methodical approach to firefights, where engagements need to be picked carefully.
A big part of that will be utilizing specializations. Lorna for example will be a scout, whose main responsibility is to make out targets and quickly move from one spot to another. For that matter, scouts won't be spotted easily while they're moving, whereas snipers get a bonus to stationary camouflage and so on.
Locked and Loaded.

In the spirit of TRACHI, AUTHORITY is about perceiving and being perceived. An AI that is able to actively look for cover and try to overwhelm players when they're at an advantage are among the many features that will constitute the rules of engagement. This goes both for enemies and player companions. The latter will also be able to follow orders given by the player - or alternatively be controlled directly.
All of these things, coupled with familiar TRACHIAN dialogue are hopefully able to portray a picture of a world that's both authentic and enjoyable. During the next 35 months, I'll try my best to accompany the development of AUTHORITY with monthly devlogs, featuring footage and demonstrations of the current state of the game.
TRACHII.

In addition, I'd also like to go deeper into certain aspects, be it animation, AI, locomotion, weapon handling and ability systems in general. Naturally, there'll also be plenty of posts where I'll try to put a finer point on specific narrative elements.
Last but not least, future devlogs will also (hopefully) incorporate videos showcasing gameplay elements.
At any rate, I'll be back with another devlog on October 28th, at the latest.
If you'd like to stay in touch, feel free to follow the development here on itch, via the project's twitter, or discord.
Until then, I hope you have an amazing couple of weeks.
Much love
nory
Note: This was post was originally published on 28/09/2022.