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Dev Diary #4
Our birb has one or two things to tell you today! [hr][/hr] Welcome to another Zarktor's Realm Dev Diary. We'll be providing you regular updates to keep you informed of what's happening behind the scenes to bring you this fantastic game.
This has become our defacto motto and one we're trying to integrate into everything we're doing with this game. You can click the image to zoom in but please remember to click BACK!
A sneak peek of what I've been preparing for our PAX ventures! [hr][/hr] Well, it's been a hectic few months with so many things going on - including rebuilding the main development PC (from scratch), designing posters like the one above for our upcoming indie booth at PAX, and buying a caravan so we can take much-needed breaks from our day jobs (yes, this is being built in our spare time!). However, development is still pushing ahead on the playable demo and packaging it up with an installer.
Firstly, we're getting the main quest logic and mechanics in place to support broad role-playing experiences with multiple outcomes that affect both the player and the world around them. We've now got the NPC dialogue working quite well and integrating pre-recorded voiceover audio to trigger lipsync. I'm pleased to report that Jane has joined our team and will be writing dialogue for the game. This includes NPC's giving quests and rewards, rumors, and generally fun, insane conversations. We'll be using "barks" which are essentially background dialogue that you don't need to interact with, such as overhearing the grave-diggers conversations. Jane will be writing dialogue for both the player and the various NPCs and as we have 12 different player character choices, we're also adding some variability so that the dialogue may actually vary depending on who you've chosen to play as. We've managed to work out a way for Jane to create branching dialogue using a visual, node-based HTML editor which we can then import into the Dialogue System in Unity. Once this is done, we can then add in scripted cutscene controls such as NPC camera close-ups, camera pans, character emotes (such as smiles, anger, and hand gestures), or trigger changes in inventory such as giving/receiving items and quest rewards. In the example below there are multiple quest reward outcomes: coin (giving the player a reputation as a mercenary), a white cat companion that won't fight, or an angry ginger Tom cat companion that scratches, or a choice of having no physical reward but instead gaining a huge reputation boost as a hero. Below is a single quest reward tree (player choices are in blue). You can click the image to zoom in but please remember to click BACK!
Branching dialogue with different consequences! Your choices do matter in Zarktor's Realm. [hr][/hr] The reputation system will work on the basis of deeds and will translate into other NPCs across the game world treating you differently, such as reduced prices in a store, optional quest lines, and special rumor dialogue in inns, etc. We hope that by implementing this style of branching dialogue, you'll have a lot of fun exploring the role-playing aspects of the game through replays. With Jane's dialogue imported into Unity, we're able to play the scenes and select player responses to test the logic and ensure it all works and the dialogue actually makes sense - in context. We've got the ability to set it up with language codes so the player can switch to one of the other localized languages. At this stage, we're planning to translate the game user Interface and all dialogue (subtitles) to Russian, Simplified Chinese, German, Japanese, Portuguese and Brazilian Portuguese (which we understand are pretty similar).
Will you accept her quest? [hr][/hr] When a chunk of NPC dialogue is ready, we can then commission voice actors to record audio, and at the same time, get the subtitles translated. Bringing those audio and localized files back into Unity will automatically trigger playing the audio files as the dialogue choices are made. This will also trigger lipsync and display subtitles in the player's chosen language. Once we've launched we hope to add additional languages to the localization list and may also consider recording audio in different languages if that is what the player base wants.
Everybody asks who is a pretty birb, but nobody asks how is said birb doing... [hr][/hr] Anyway, we're really excited to get these aspects working in the playable demo as it now opens up the ability to get the whole dialogue, questing, and storyline parts of the game into full swing - in parallel with enhancements to the combat system and level building.
We've managed to get the follow-cam to work well with zoom-in and zoom-out controls - at this stage with the mouse wheel, but planned for gamepad control too. Here's our player considering what to do about the poisoned well...
Now let's take a looksie at the wellsie... [hr][/hr]
In between bouts of programming and building levels, I have been working on some music for the game with influences ranging from Queen's "Seven Seas of Rhye" to Megadeth's "Five Magics" and Queen's of the Stone Age "Song for the Dead".
How about my bard cosplay? [hr][/hr] The studio is a bit of a mess right now, but I'm capturing ideas on guitar and piano with the acquisition of a mandolin being a source of inspiration for the neo-medieval metal to come. Needless to say, we are keen to expand Zarktor's Realm to include a 13th player character...
Pet companions are starting to become a reality in Zarktor's Realm. We're still working on what you'll be able to do once you've acquired them - whether a domestic cat can actually be bothered to do combat for you, or will just curl up next to your lifeless form when a boss has just given you a right thrashing. Spoiler: [spoiler]Yes, you can cucumber the cat[/spoiler]
Eat more healthy, human! [hr][/hr]
We've now integrated Skyrim-style lockpicking into the demo scene complete with breakable lockpicks (there will be a limited inventory of these). If you enjoyed this feature in games like Skyrim and Fallout 3, you'll remember that the vibration on the controller was haptic feedback to let you know the lockpick was going to break. We're hoping to do something similar through haptic feedback too.
Time to revisit your lockpicking skills! [hr][/hr]
Come and say hi if you can :D [hr][/hr] With the PAX event imminent, we're in full logistics mode, trying to figure out how to get everything crammed into our caravan to go down to Melbourne for the 7th-9th of October. Needless to say, we are excited to be showing Zarktor's Realm at this awesome event. You'll find us at Indie Rising Stand #20, just inside the main hall after the queue entrance - we'll be the ones wearing these (assuming they arrive in time)...
The finest clothes in the realm! [hr][/hr]
We've extended our use of the awesome Invector Third-Person Controller which is at the core of our game. We've procured several new add-on modules and we'll be progressively integrating these and other features in the coming months:
Stay tuned for the next Dev Diary update! Thanks for visiting. Cheers, Martyn Founder, Zarktor Studios
[ 2022-10-04 20:50:06 CET ] [ Original post ]
Greetings, Explorers!
Our birb has one or two things to tell you today! [hr][/hr] Welcome to another Zarktor's Realm Dev Diary. We'll be providing you regular updates to keep you informed of what's happening behind the scenes to bring you this fantastic game.
...and now for something completely different... steamhappy
This has become our defacto motto and one we're trying to integrate into everything we're doing with this game. You can click the image to zoom in but please remember to click BACK!
A sneak peek of what I've been preparing for our PAX ventures! [hr][/hr] Well, it's been a hectic few months with so many things going on - including rebuilding the main development PC (from scratch), designing posters like the one above for our upcoming indie booth at PAX, and buying a caravan so we can take much-needed breaks from our day jobs (yes, this is being built in our spare time!). However, development is still pushing ahead on the playable demo and packaging it up with an installer.
Branching Dialogue
Firstly, we're getting the main quest logic and mechanics in place to support broad role-playing experiences with multiple outcomes that affect both the player and the world around them. We've now got the NPC dialogue working quite well and integrating pre-recorded voiceover audio to trigger lipsync. I'm pleased to report that Jane has joined our team and will be writing dialogue for the game. This includes NPC's giving quests and rewards, rumors, and generally fun, insane conversations. We'll be using "barks" which are essentially background dialogue that you don't need to interact with, such as overhearing the grave-diggers conversations. Jane will be writing dialogue for both the player and the various NPCs and as we have 12 different player character choices, we're also adding some variability so that the dialogue may actually vary depending on who you've chosen to play as. We've managed to work out a way for Jane to create branching dialogue using a visual, node-based HTML editor which we can then import into the Dialogue System in Unity. Once this is done, we can then add in scripted cutscene controls such as NPC camera close-ups, camera pans, character emotes (such as smiles, anger, and hand gestures), or trigger changes in inventory such as giving/receiving items and quest rewards. In the example below there are multiple quest reward outcomes: coin (giving the player a reputation as a mercenary), a white cat companion that won't fight, or an angry ginger Tom cat companion that scratches, or a choice of having no physical reward but instead gaining a huge reputation boost as a hero. Below is a single quest reward tree (player choices are in blue). You can click the image to zoom in but please remember to click BACK!
Branching dialogue with different consequences! Your choices do matter in Zarktor's Realm. [hr][/hr] The reputation system will work on the basis of deeds and will translate into other NPCs across the game world treating you differently, such as reduced prices in a store, optional quest lines, and special rumor dialogue in inns, etc. We hope that by implementing this style of branching dialogue, you'll have a lot of fun exploring the role-playing aspects of the game through replays. With Jane's dialogue imported into Unity, we're able to play the scenes and select player responses to test the logic and ensure it all works and the dialogue actually makes sense - in context. We've got the ability to set it up with language codes so the player can switch to one of the other localized languages. At this stage, we're planning to translate the game user Interface and all dialogue (subtitles) to Russian, Simplified Chinese, German, Japanese, Portuguese and Brazilian Portuguese (which we understand are pretty similar).
Will you accept her quest? [hr][/hr] When a chunk of NPC dialogue is ready, we can then commission voice actors to record audio, and at the same time, get the subtitles translated. Bringing those audio and localized files back into Unity will automatically trigger playing the audio files as the dialogue choices are made. This will also trigger lipsync and display subtitles in the player's chosen language. Once we've launched we hope to add additional languages to the localization list and may also consider recording audio in different languages if that is what the player base wants.
Everybody asks who is a pretty birb, but nobody asks how is said birb doing... [hr][/hr] Anyway, we're really excited to get these aspects working in the playable demo as it now opens up the ability to get the whole dialogue, questing, and storyline parts of the game into full swing - in parallel with enhancements to the combat system and level building.
Zoomy-Zooms
We've managed to get the follow-cam to work well with zoom-in and zoom-out controls - at this stage with the mouse wheel, but planned for gamepad control too. Here's our player considering what to do about the poisoned well...
Now let's take a looksie at the wellsie... [hr][/hr]
Background Music
In between bouts of programming and building levels, I have been working on some music for the game with influences ranging from Queen's "Seven Seas of Rhye" to Megadeth's "Five Magics" and Queen's of the Stone Age "Song for the Dead".
How about my bard cosplay? [hr][/hr] The studio is a bit of a mess right now, but I'm capturing ideas on guitar and piano with the acquisition of a mandolin being a source of inspiration for the neo-medieval metal to come. Needless to say, we are keen to expand Zarktor's Realm to include a 13th player character...
The Bard!
Introducing: Cat antics
Pet companions are starting to become a reality in Zarktor's Realm. We're still working on what you'll be able to do once you've acquired them - whether a domestic cat can actually be bothered to do combat for you, or will just curl up next to your lifeless form when a boss has just given you a right thrashing. Spoiler: [spoiler]Yes, you can cucumber the cat[/spoiler]
Eat more healthy, human! [hr][/hr]
Lockpicking!
We've now integrated Skyrim-style lockpicking into the demo scene complete with breakable lockpicks (there will be a limited inventory of these). If you enjoyed this feature in games like Skyrim and Fallout 3, you'll remember that the vibration on the controller was haptic feedback to let you know the lockpick was going to break. We're hoping to do something similar through haptic feedback too.
Time to revisit your lockpicking skills! [hr][/hr]
PAX Aus 2022 Approaching!
Come and say hi if you can :D [hr][/hr] With the PAX event imminent, we're in full logistics mode, trying to figure out how to get everything crammed into our caravan to go down to Melbourne for the 7th-9th of October. Needless to say, we are excited to be showing Zarktor's Realm at this awesome event. You'll find us at Indie Rising Stand #20, just inside the main hall after the queue entrance - we'll be the ones wearing these (assuming they arrive in time)...
The finest clothes in the realm! [hr][/hr]
Features in Development - coming soon...
We've extended our use of the awesome Invector Third-Person Controller which is at the core of our game. We've procured several new add-on modules and we'll be progressively integrating these and other features in the coming months:
- Magic users rejoice! We've had some awesome magic special FX on ice for quite a while and now that melee and ranged combat are working, it's high time we add in fireballs, lightning bolts, area of effect spells, healing, phase door, etc. ...You'll know what we mean...
- Free climb Scale the outside of buildings, rock walls, cliffs, etc. Most likely for Assassins wanting to sneak around and avoid stairs, etc.
- Swim Wherever there is a large body of water, you'll be able to swim and dive down to the bottom to collect items, etc. However, watch out for sharks and more importantly, loose-fitting budgie-smugglers.
- I am Ironman! One of the characters will have the ability to fly - at least as long as they abide by the rules of their order. Spoiler: [spoiler] The Female Templar has wings! [/spoiler]
- Craft a thing Craft new things from existing things in your inventory so you have even more things to go with your other things. Gee, better make a bag of holding!
- Build something Build by placing construction materials in the scene. We're going to experiment with this and see how it fits in the game. Join our Discord and let us know your thoughts on this.
- Destructibles Did someone put a ruddy door in your way? No problemo - kick it in!
- Pyromania, anyone? Set fire to stuff - you know you want to!
Stay tuned for the next Dev Diary update! Thanks for visiting. Cheers, Martyn Founder, Zarktor Studios
[ 2022-10-04 20:50:06 CET ] [ Original post ]
Zarktor's Realm
Zarktor Studios
Developer
Zarktor Studios
Publisher
2023
Release
Game News Posts:
5
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
If you enjoyed playing Skyrim and Fallout 3, love Monty Python humour and listen to Heavy Metal, you're in luck. We do too, and we're blending that inspiration here!
Zarktor's Realm is a beautiful open-world RPG adventure set in medieval England, Scotland, Ireland and Wales. Explore the world on horseback, uncover the truth behind Arthurian legends, and battle hordes of the undead. Use melee, ranged, and magical combat to overcome powerful evil entities. Gather new weapons and apply powerful shards to upgrade them, and solve complex quests with multiple outcomes. Will you become the next legend?
Choose your starting character from a lineup of Knights, Warriors, Templars, Assassins, Mages, or the Hunter and their despised sister, the Necromancer. Each has a unique story arc intertwined with the main game story, each their own skill tree, and include unique dialogue choices for varied role play fun.
Explore 6th Century Britain during the Volcanic Winter of 536 AD and the Plague of Justinian - arguably one of the worst periods in history to be alive. Monumental quests beckon you to solve these cataclysmic events. A truly Immersive storyline and a stunningly presented game world showcases realism and beauty in this fantasy tale. Talk to interesting NPCs and explore branching dialogue for hiliarious antics, fun easter eggs and exciting side quests.
Master various forms of combat: ranged, melee, "Advanced" medieval technology, and of course, magic. Unlock your true potential and take on hordes of "Plague Husk" undead, hunt wild beasts, and take down a corrupted hierarchy of powerful evil that stands in your way and threatens the world.
Search castles, dungeons, catacombs and caves to solve complex quests entwined in mystery and intrigue. Along the way, make sure to retrieve powerful magical items, seals and sigils as you'll need them to battle the most powerful demons.
Of course, you can't have demons without heavy metal and we're writing some tunes we hope you'll enjoy as a backdrop to your exciting battles in the abyss.
Experience a rich and engaging storyline incorporating real events from the 6th Century. The choices you make in branching dialogue and quests will affect the world around you and result in different story outcomes. These may also vary depending on the starting character you choose.
Features
- Mind-blowing graphics, dynamic weather and special effects.
- Experience real world locations and events in medieval England, Scotland, and Wales.
- Choose your starting character from 12 unique options and experience the world through their eyes.
- Customize your character, collect pets, mounts and equipment to make it your own journey.
- Unlock skill trees and magical abilities.
- Talk your way out of trouble or let your weapons and spells do the talking for you. The choice is yours.
- Fight on foot or on horseback.
- Multiple difficulty levels.
MINIMAL SETUP
- OS: Linux Debian 8 "Jessie" + SteamOS
- Processor: Intel or AMD 64-bit capable processor 3Ghz or aboveMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA. AMD Radeon 8500 or laterNetwork: Broadband Internet connection
- Storage: 10 GB available space
- OS: Linux Debian 8 "Jessie" + SteamOS
- Processor: Intel or AMD 64-bit capable processor 4Ghz or aboveMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA. AMD Radeon 8500 or laterNetwork: Broadband Internet connection
- Storage: 20 GB available space
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