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Erannorth Renaissance News

Development Journal VII - Eat, Fight, Love

Hi folks,

Choose-your-own-adventure games are all about giving you the freedom to make choices and seeing those choices change the game. They're packed with stories and parts of the world that you might never see, depending on what you decide to do. It's your adventure, so you're in charge of everything from picking your skills to deciding who, if anyone, you want to romance. Today, we're going to talk about the dating and combat parts of Erannorth Renaissance. Whether you're into the romance or the action, there's something here for you.

Romance

Romance in games can cause a lot of discussions about whether it should be included and what happens when characters get involved romantically. As the person creating the story, I'm not here to force any decisions or make you see things you're not okay with. I give you the choices, and it's up to you to decide what you want to do. More importantly, there are options to turn off these parts entirely or change them to what you're comfortable with.

In Erannorth Renaissance, the decision to incorporate romance and more explicit text scenes into your story is yours alone to make.



You have the freedom to explore relationships with anyone as long as there's mutual attraction. From the start, you can set your preferences for romance and more sensual content. These options will be clearly marked, ensuring you don't accidentally give your friends the wrong idea.

NPCs can set the stage for a romantic scene, but it's your choices that determine the direction of the interaction. Options marked with a pink or red heart signal the potential to shift a friendly exchange into a romantic one. A brighter red heart indicates options for more intimate interactions, giving clear cues for the depth of romance you're engaging with. You will never see scenes or options to romance characters your PC isn't attracted to.

Let's take one of the least subtle scenes for example:

The night wears on, and you both settle into a watchful, uneasy rest. Jocelyn comes in your bedroom covered in a bedsheet, her eyes filled with a blend of vulnerability and determination. She gazes at you for a moment, her lips parting slightly as if she wants to say something, but no words escape her mouth. You can feel the weight of her unspoken thoughts hanging in the air, intertwining with the silence that envelops the room.

This scene occurs because Diana and Jocelyn share a compatible orientation, and Diana has chosen to pursue a romance with Jocelyn while also opting in for more intimate content. Despite these choices, selecting the response "Can't sleep?" stops the scene from progressing further. This choice prevents the disclosure that Jocelyn was only covered by a bedsheet, among other details, effectively halting the advancement into more intimate territory.



We previously discussed how the game blends random NPCs with scripted ones. A question arose about managing the numerous NPCs and understanding their purpose. Your interactions with these NPCs are influenced by your relationship with them and your skills. Friends might offer quests or join your party, enemies could become threats, and with strangers, the possibilities range from pickpocketing to more unique interactions, depending on your character's path, like feeding as a vampire.



Though these encounters are scripted to feel random, they're designed to enrich your experience. You can choose to engage with several NPCs to diversify your journey or focus solely on the main storyline, ignoring sandbox elements. Your character sheet includes a section for tracking all your relationships, their status, and relevant details, making it easy to keep track of your connections and interactions.

This is how this screen looks at the moment.



Clicking on the compass highlights the tile where you can find them, and you can also view their schedule to know when you can expect to find them there.

NPCs' attraction preferences are randomly assigned upon creation and remain consistent. Unlike these NPCs, your companions have fixed orientations, affecting their availability for romance based on your character's attributes.

As with all Erannorth games, customization through mods is encouraged. You can alter NPCs and companions alike, potentially unlocking non-canonical romances and tailoring the story to your liking.

Below is a screenshot of the in-game modding tools.



Combat

While romance in the game is optional, combat plays a crucial role but is designed to be adjustable. You have control over the intensity of your encounters by setting the number of hostile warbands that pursue you in the open world. This allows you to tailor the combat experience to your preference. While combat is often woven into the story, your skills offer pathways to circumvent many conflicts.



However, there will be scenarios where fighting is unavoidable. Fortunately, the game equips you with a broad spectrum of tools, including consumable items like potions and food, to prepare for these encounters.



The game features a variety of effects and conditions that can enhance your character's abilities or weaken your opponents. These elements serve as the foundational building blocks for the actions you can take during combat, providing depth and strategy to engagements.

  • Bleed: Bleeding causes a loss of HP at the end of each target's turn for the duration of the effect.
  • Defense: Defense reduces incoming damage for the duration of the effect. Lost Defense doesn't recover.
  • Dodge: Dodge increases the chance to dodge attacks for the duration of the effect.
  • Dominate: Domination grants control over targets' movements during their turns for the duration of the effect.
  • Fear: Fear compels targets to flee during their turns for the duration of the effect.
  • Fortify: Fortify reduces incoming damage for the duration of the effect.
  • Haste: Haste grants additional AP for the duration of the effect.
  • Healing: Healing restores HP up to the target's maximum.
  • Poison: Poison causes a loss of HP at the end of each target's turn for the duration of the effect.
  • Precision: Precision increases critical hit chance for the duration of the effect.
  • Regenerate: Regenerate restores HP at the end of each target's turn for the duration of the effect.
  • Retaliate: Retaliate causes the target to return half of the damage received to their attacker for the duration of the effect.
  • Strengthen: Strengthen increases damage dealt for the duration of the effect.
  • Stun: Stun causes targets to lose their turn for the specified number of turns.
  • Summon: Summons an ally to fight alongside you for the duration of the effect.
  • Vulnerable: Vulnerable causes targets to receive extra damage for the duration of the effect.
  • Weaken: Weaken reduces targets' damage for the duration of the effect.


You can easily inspect the Enemies (or allies) to see their tactics and any status effects currently affecting them.



Actions in the game can be made up of multiple effects, all of which affect the action's target whether positive or negative. Targets can be:

  • specific to the caster,
  • a single entity within range,
  • a radial area around a tile,
  • or a line of targets.


Strategic placement of your companions and use of special obstacle tiles, such as blocks of wood or piles of rocks, allow you to control the flow of the battlefield and block enemy movement.

An important aspect of the game is that your party members can face permanent death, but this is not a consequence of combat or failed skill rolls. Instead, any characters who fall in battle are revived with 1 HP once the combat concludes, ensuring that the risk of losing characters permanently does not stem from the heat of battle but from your choices.

"Dying": Dying status renders your companions unable to act for the remainder of the combat. However, actors have a chance, equal to their luck, to regain consciousness with 1 HP during their turn and continue fighting. At the end of combat, assuming your party won, they automatically revive with 1 HP.

Enemies die instantly. How unfair!

After combat concludes, you have the opportunity to gather resources from special tiles, like harvesting wood from trunks, and to search fallen enemies for treasures. While there's an option to quickly loot all enemies, taking this shortcut might cause you to overlook hidden items they might have.



That's all for today! If you have any questions or suggestions, please make sure to post them below!

Development Journal VI - Fog of War, Exploration, Random NPCs and Roving Bands

Hi folks,

Today, we'll dive deeper into "Erannorth Renaissance" and discuss exploration, NPCs, and random encounters. Feel free to skip right into the latest video where I go into greater detail on today's topics, or continue reading!

"Erannorth Renaissance" is a Choose Your Own Adventure game featuring combat and exploration on a hex grid. Besides offering a story-rich experience, it also provides a sandbox environment where players can pursue their own agendas and explore its vast world.

[h2]Fog of War and Exploration[/h2]

The world is now covered in a dark layer of mist that gets lifted as you explore. I felt that knowing the layout beforehand detracted from the feeling of exploration and discovery and also made it extremely easy to avoid hostile warbands. Now, the world gets progressively uncovered as you explore it, and certain tiles can be revealed after learning about their location from an NPC.





[h2]Roving Bands[/h2]

The roving bands are hostile groups of enemies that may appear in adjacent tiles as you explore the world. While some have their own agenda and may not engage with you, others may seek you out and engage in combat. Alternatively, you can proactively engage them. Roving Bands can't follow you into towns, nor will they interrupt you while you are in the middle of a story, as the story itself could have its own encounters to fight. However, be cautious, as they may now be hiding in the fog of war.





[h2]Random NPCs[/h2]

The residential district tiles, which occupy the largest part of towns, are now populated by both scripted NPCs and random NPCs. All their traits are procedurally generated, and the interactions with them are handcrafted but random. So, how does this work? When you visit a tile with random NPCs for the first time, these NPCs are permanently assigned to that tile and become residents. They are also assigned a schedule, making them interactable in said tile during a specific segment of the day.



Before interacting with any of them, they are considered strangers. After you interact with them, they can eventually become enemies, rivals, acquaintances, friends, or even lovers (if they are romanceable by your character and you have romances active). Each of these categories comes with a very large pool of random interactions or activities to engage with these NPCs, so they'll feel unique and alive, and the towns livelier.





The initial interactions with these NPCs are role-playing, and you can choose to be nice to them or not. And there is no correct or wrong way to go about it, as each choice you make will open up different opportunities for interaction with them. Eventually, impressing them will get harder; you'll start seeing events that require using your skills to impress them, go out on dates, ask for their help, and many other things.



Please note that the video below contains minor spoilers from the very early game.

This is a very early alpha build of the game (version 0.4.52), and there's still much work ahead. Many elements, such as art and items, are currently placeholders. Therefore, everything we'll see today may change by the time you get the game in your hands later this year. However, it will provide you with a good idea of what the game is about.

So with no further ado let's dive in!

[previewyoutube][/previewyoutube]

That's all for today. if you have any questions feel free to ask them in the comments below!

Previously in Erannorth Renaissance:

https://store.steampowered.com/news/app/1580800/view/3877099642482485816
https://store.steampowered.com/news/app/2657930/view/3895114675655345502
https://store.steampowered.com/news/app/2657930/view/3861338313340151645
https://store.steampowered.com/news/app/2657930/view/3861338313380396150
https://store.steampowered.com/news/app/2657930/view/3969427874540995356
https://store.steampowered.com/news/app/2657930/view/4048242136836762652

Development Journal V - Gameplay Reveal Video

Hi folks,

Today, we'll take a first look at Erannorth Renaissance. Erannorth Renaissance is a Choose Your Own Adventure game with combat and exploration taking place on a hex grid. Aside from being a story-rich experience, it also offers a sandbox environment where you can pursue your own agendas and explore its vast world.

This is a very early alpha build of the game (version 0.4.43), and there's still much work ahead. Many elements, such as art and items, are currently placeholders. Therefore, everything we're going to see today may change by the time you get the game in your hands later this year. However, it will provide you with a good idea of what the game is about.

Please note that the video contains minor spoilers from the beginning of the story. While these are details you'll likely discover early on, they are spoilers nonetheless.

So with no further ado let's dive in!

[previewyoutube][/previewyoutube]

That's all for today. if you have any questions feel free to ask them in the comments below!

Previously in Erannorth Renaissance:

https://store.steampowered.com/news/app/1580800/view/3877099642482485816
https://store.steampowered.com/news/app/2657930/view/3895114675655345502
https://store.steampowered.com/news/app/2657930/view/3861338313340151645
https://store.steampowered.com/news/app/2657930/view/3861338313380396150
https://store.steampowered.com/news/app/2657930/view/3969427874540995356

Development Journal IV - Progression

Hi folks,

It's been a busy month, with a mix of writing stories and implementing various functionalities. The game is shaping up nicely, and we are currently in alpha version 0.4.33. Please note that the screenshots below are from this early build and may change by the time you get your hands on the game later this year.

Today we'll be briefly talking about progression and other ways to improve your hero.

Erannorth Renaissance is a blend of a choose-your-own-adventure and an RPG, allowing players to role-play their character and build a team of unique heroes, each with distinct abilities and perks.

As you progress in the game, whether you stick to the story or explore the vast sandbox world, you will gain experience and levels. With every odd level, your heroes receive 1 Skill Point, and with every even level, 1 Perk Point. These points can be allocated to enhance Skills and Perks respectively.

You can invest your Skill Points (SP) in any skill to create characters as specialized or versatile as you prefer.



Skills in the game, such as Authority, Subterfuge, or Occult, play multiple roles. They are crucial for skill checks during the narrative, allowing you to glean additional information or handle situations in specific ways. Skills also govern certain active abilities, affecting their usability and enhancing aspects like damage and critical chance. Additionally, the sum of your skills in a given attribute determines your rank in that attribute, and skills can act as prerequisites for unlocking certain perks.

The Intimidate ability displayed here requires Coercion 3, which Janus has and can equip.



Perks, conversely, provide more specific bonuses. They can enhance ability effects, offer passive bonuses, or introduce new rules in the form of passive abilities. Together, skills and perks form the foundation of your character's build.

These perks and their effects are currently placeholders; I haven't actually implemented any of them yet, but all the functionality is in place.



Both the skill icons and their parent attributes can serve as filters.



Unlocked perks appear in the list with a checkmark.



Behind the scenes, I have implemented a set of in-game editors that allow me to easily add and edit new perks, among other things, and export them in JSON format.



Character development isn't limited to leveling up. Equipment also plays a crucial role, granting active abilities when worn, as well as passive abilities and bonuses.

Equipment can provide simple bonus actions, basic passive effects, or more complex bonuses.



This Waraxe deals good damage and grants an additional action as a bonus. I can hover over it to preview it if I like. However, Diana can't equip this axe because she lacks Might 3+.



You can fully customize your character's abilities and build through a combination of skills, perks, and gear. How you build your party is entirely up to you.

That's all for now, folks! If you have any questions, please feel free to ask them in the comments below.

Development Journal III - Narrative, Sandbox and Exploration

Hi folks,

Happy new year!

Today's development journal will explore the narrative direction of "Erannorth Renaissance." Picture yourself in 1563, traversing the continent of Elos within the lively and mutable realm of Erannorth. In this mystical place, the remnants of a once-advanced civilization set the stage for a world interweaving intrigue with the supernatural.

Erannorth Renaissance is a narrative-rich, choose-your-own-adventure game where your decisions carve out a unique and evolving story with alternate outcomes. However, whether you pick one of the origin characters or customize your own avatar, you are not playing a blank state character.



Each journey will begin from a common starting point, similar to narrative-driven games like The Witcher and Cyberpunk. The initial setup and a few inherent assumptions about your character are crucial to provide a solid foundation for your story, ensuring the narrative follows a clear direction and intent. But at the end of the day, it's still a game and not a novel. Hence, the main effort is to allow you to experience it your way while immersing you in the story, the world, and its characters.

The continent itself is quite large, and our main campaign story won't be set in its entirety.

Early on, you can choose and dive into an expansive sandbox filled with intricate side quests and clandestine tales or follow the main storyline to uncover the continent's most pivotal secrets. This design empowers you to tailor your journey to be as diverse or focused as you wish, with each route revealing distinct experiences and a deeper understanding of the vast world of Elos.

In the world, tiles can contain stories, locations you can enter, NPCs, and activities.



Romance is also a facet of this world, offering relationships with characters with their preferences and stories. You'll have the choice to make these interactions visible or to disable them entirely. While enabled, romance options are optional and marked to avoid pursuing unwanted storylines. You can also set your preferences on which characters to romance. If you engage, these relationships are designed to provide more than companionship, offer fresh insights, and add layers to your understanding of Elos and its denizens.

Don't like romance? That's the only time you'll know it exists—choosing whether to enable it or not.


When the game ships in Early Access much later this year, it will contain the main story from start to finish and several romantic interests, side activities, etc. Of course, Rome wasn't built in a day. Those familiar with my games will know I follow an iterative process of expanding them, which we'll also follow in Erannorth Renaissance.



During Early Access, one of my primary goals will be to enhance the narrative's depth and permutations, as well as add more illustrations to further immerse you in the story and setting. I want you to feel the weight of the most critical decisions and see the ripples your choices create across Elos. So that your journey is more than a series of events but a personal saga you're crafting with every choice you make.



I can't wait to embark on this journey with you and see the stories you'll tell within the ever-evolving world of Erannorth Renaissance.

Looking forward to shaping this narrative world together.