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Vagrus - The Riven Realms News

Devlog #25 | Character Idle Animations (Game Design Post)


For the last couple of weeks, Szonja has been busy animating our idle characters after we had finally managed to settle on a process. There are still a lot of things to test and work out but after the first few prototypes we came to several important conclusions.
For instance, we decided to have two distinct types of idle combat animations. One would be a very simple 'breathing' anim that is the default one for characters, in an endless loop. The other is a more pronounced movement that sometimes breaks up the more monotonous breathing one. A good example is when Javek fiddles with his goatee or when Gor'Goro brandishes his axe and stomps on the ground. We may even end up using the latter type for character activations in combat.

But for the time being enjoy these gifs that provide a glimpse into the future for our Companion combat idles.

The Lost Pilgrims Team
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Devlog #24 | Enduring Effects (Game Design Post)


We are actively working on what we call Enduring Effects for the game. What are these? Well, in short and to put it simply, these are all buffs and debuffs that last for several in-game days or are permanent (until removed somehow). They come in a variety of types and can be used for a lot of things to enhance gameplay and narrative alike.

Challenges and Results

The challenges of implementing such a system are more complex than one would think simply based on how they are supposed to work. We had to create a property system and make it compatible with a huge number of stats and attributes across a variety of in-game entities. Though it involved some heavy lifting (mainly from coding) and it is almost impossible to demonstrate, we are very satisfied with the results. The goal was to have a system that allows content creators to go wild and expand indefinitely, to keep adding stuff wherever the story or the gameplay requires it.

Enduring Effect Types

Apart from the simple distinction of positive and negative effects (that aid and hinder the player, respectively) we identify a number of parameters that set Enduring Effects (EEs) apart into neat little categories.

Leader: This type of EE affects your character, the vagrus. Typically it'll modify stats like Resourcefulness (or making certain Leadership Skills cheaper or more expensive), or alter Perks your character might have.

A good example is Inspiration, which raises the maximum Resourcefulness temporarily, or Blessing of Bal Ur Kaal, which raises the level of social Perks like Charismatic, Con, and Persuade.

Crew: EEs of this kind affect your crew and only your crew (meaning they don't affect Companions for example or your character). Crew-related stats are typically altered by these, such as Vigor or Morale.

Examples include Favor of Irafons, which gives MP to your comitatus, or Hangover, which lowers maximum Vigor for a day.

Companion: This type of EE affects a specific Companion or all of them. Since these characters have a wide range of abilities, combat skills, and Perks, these EEs tend to be complicated more often than not.

The Blessing of Sergorod, for example, gives a Companion some Accuracy and Critical Hit boosts, while the Wrath of Sergorod makes it so that enemies are more accurate and score criticals more often against your cursed Companion.

Comitatus: EEs that effect your whole comitatus can be more complex, modifying a wider variety of stats and mechanics. They tend to have a Companion-related EE counterpart that is automatically assigned when the parent EE is assigned.

Black Rot, for instance, is a dreadful disease that is very contagious. When your comitatus receives this EE, it is transferred to all Companions currently in your employ as well - and keeps killing your crew and Companions until you can rid yourself of the horrid sickness.

Disdain of Ahskul affects the whole comitatus, making it more common that Undead show up as random encounters as well as buffing Undead type enemies against you.

Hope this allowed a little glance into what goes on behind the scenes and gives you all an idea of what to expect from this feature package. Next up, we'll probably talk about animation. See you around, dear Follower!

The Lost Pilgrim team

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🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

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Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

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New Development Milestones and Laurels

New Milestones Revealed on Fig


We have just announced some new features and enhancements that are coming down the line. There are smaller and bigger ones, all leading up to the major release that will be the Open World campaign of Vagrus. Every new build we create is immediately shared with our Backers over at Fig, so it's definitely worth checking out our milestone tracker below.



Laurels All Around


In our endeavour to get Vagrus into the sights of as many cRPG lovers as we can, we applied for featured spots in a number of nearby game shows - successfully!



Not only did we get invited to present Vagrus the game itself but our art design and developer pitch has been rewarded as well making it into the official selection of said shows (see above). That reminds us to bring to your attention the upcoming opportunities to meet us in person:
  • Game Dev Days 2019 in Graz (Austria) on September 6 - 8 GDD 2019
  • The Strasbourg Fantastic Film Festival in Strasbourg (France) on September 20-22 FEFFS
  • AdventureX 2019 at The British Library in London (United Kingdom) on November 2-3 AdvX2019


Needless to say, we are extremely proud and grateful to everyone who helped us get here. So again, thanks for your support, know that it means a lot to us and to the project!

The Lost Pilgrims Team
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🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

------------------------------------------------------------------------------------------------------

Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

Fig |Website | Youtube | Twitter | Facebook 
Instagram | Patreon | Discord

Side Project Announcement - Working on Ian Livingstone's City of Thieves The Graphic Novel



We are extremely proud to announce working alongside Chameleon Comix and Ian Livingstone on a City of Thieves graphic novel. Ian has been our hero ever since our little group of friend gathered around one of his books in elementary school. It has been without a shadow of a doubt a key moment in our lives to turn towards table-top roleplaying games, and eventually start our indiegame development studio, Lost Pilgrims.  Having this opportunity to work with him is a dream come true and it's even better since we are joining forces with one of those friends huddling around said book. Gyula has been a long time member of our RPG group, played countless hours on our own world, The Riven Realms too, and he now leads this awesome project with his comic books publishing house.  Interested in hearing more? Be sure to follow Chameleon Comix and Lost Pilgrims, and meet us at our stand next to Ian's at Fighting Fantasy Fest 3 at the end of August.

This is a small project compared to Vagrus but it still feels great that such esteemed author like Ian Livingstone thought us worthy to carry on and support his Fighting Fantasy Universe this way.

Devlog #23 | Trade System (Game Design Post)



Ever since we came up with the idea of Vagrus, a game where you manage a comitatus, we knew we needed to develop an elaborate, dynamic trade system that would serve as one of the major features of the game and would also aid in fleshing out a living world.

Basic Premises


While trading was always to be one of the main sources of income for the player, we also wanted to avoid creating a pure trading simulator game. It's not that those are not fun for the right people - stories about Gabor dominating the Auction House on our server in World of Warcraft for a period of time still surface in conversations among friends - but because our strengths lie elsewhere. Our unique setting, The Riven Realms, and telling stories with memorable characters was the first and foremost motivation to create Vagrus, so it was also much more likely to excel in that rather than in a simulation - which we knew relatively little of.

For the same reason, our goal was to come up with a game design for trading that supported story-telling and wasn't gonna overshadow it. Hence, trading in Vagrus is just profitable enough to keep you going, to cover the upkeep and consumption of your crew but not much else, making the player look for additional opportunities in the form of Events, carrying passengers and news, or taking on contracts or tasks (a feature we plan to add later on).

Many players highlighted how deep yet consistent the lore and general workings of The Riven Realms felt to them. With a setting so strongly established and transmittable, the challenge of game design is how to integrate other more 'gamey' features into it without breaking immersion too much. With trading, the idea was to create the feel of a natural flow of goods from where they produce them to where others consume those.

The Design


After several prototypes, which either were too complex or too shallow, the one we have been working on implementing into Vagrus during the last few weeks involves quite a number of variants.

Source and Demand

For each settlement, from cities to encampments, we mapped out which goods are created there and whether that was enough for that place. Do they produce a surplus or need a bit more from other sources, or perhaps are completely dependent on the merchants of the realm to bring certain goods to them, or they do not trade at all; we came up with a scale with ten stages describing all kinds of scenarios.

Goods on the Road

If something is not mined, crafted, or produced locally, then it's imported from the closest place where they have a surplus. Of course, no one in their right mind would risk their money - and especially their lives - to carry cargo for the sake of doing good. They do it in hopes of profit, which directly correlates to how distant a location they need to transport those wares from. Towards the right direction that is. In some games, it's enough to carry goods and it's value increases based on how long you have been holding on to them. Not in Vagrus. Players can only make a profit by following the natural commercial flow, from sources of goods to where they are are less available. Carrying cargo between two main sources will result in a net loss if one considers the cost of labor and upkeep.

The Size of Settlements

Of course, commerce is different in a big city than in a small encampment next to a quarry. It impacts the range of goods available on the market, their quantity up for sale, and their prices as well. Cities are generally a bit cheaper since more comitati pass through them, keeping the vital flow of goods running.

Conditions

The Riven Realms is a living, breathing world with a grim reality beating down on its inhabitants. Famine, epidemic, oppression, and rebellions are all too known phenomena. Such events affect the market in many ways. A source location suffering from a plague would have less available workforce, leading to the drop of production and ultimately to the rise of prices. Famine in an area means the drop in the number of paying customers and so merchants often drop their prices to be able to make any trade at all.

Time is of the Essence

For the flow of goods to appear even more realistic, we record conditions in time and their effect ripples through the region(s) like a whiplash. The farther the distance between two locations where essential trade occurs (a source and a buyer) the later in time the players will see the prices going up. It may well be that a slave revolt has already been dealt with by the time the price of pottery increases in a place importing that.

The future


Gaining advanced knowledge about an epidemic that stopped, which enables one to sell all their hoarded cargo before the prices on the market drop, can be worth a fortune. Gathering rumors like that would be no small feat but extremely profitable if acted upon.

With the current implementation of our trade system we are not yet adding the generation of rumors about the change in conditions but it is certainly something we would love to add to the game sometime in the future, so you might see it as a future milestone in our Fig.co campaign.

Let us know what you think about the design and how our development progresses, and of course, thank you very much for your continued support!

The Lost Pilgrims Team

------------------------------------------------------------------------------------------------------

🎉 Our crowdfunding campaign is LIVE ▶️Get instant access to the Alpha build at Fig

------------------------------------------------------------------------------------------------------

Wanna get the game as early as possible with even more content? Please share our pages and posts with your friends through your favorite social media channel(s). Appreciate it!

Fig | Website | Youtube | Twitter | FacebookInstagram | Patreon | Discord