Name | Light of the Locked World | ||
Developer | Aivaras Klimas | ||
Publisher | Michael Jendryssek | ||
Tags | |||
Release | TBD - Wishlist now! | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Need more reviews to generate a review score | ||
Steam store |
Hey all! |
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Hello everyone! |
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Hi all! |
We are going to join the MGN Indie Gamecarnivalonline on May 31, 2021, at 5:00 (PST)! |
Hey all, |
In this entry: Making Adventurer class. |
In this entry: Spore demons, making western settlements: Siw, Western Trilith. |
In this entry: Making western Rezelot areas - Rannah's Domain and Silver Fields. |
In this entry: Finishing work on Luma and resuming work on story quest chain. |
In this entry: Adding 100+ new items. |
In this entry: Finishing Luma and starting the next task: Adding 50+ new items to the game. |
In this entry: Building Luma, Light of the Locked World's first city area, a high-level hub. |
In this entry: Eir Meadows, event system. |
In this entry: Quests! |
This update adds an introduction cutscene and improves the available story quests. |
In this entry: Overworld, new story content, and changes to the development plan. [h2]November 4[/h2] [h2]November 5[/h2] Improved the overworld graphically: I'm now happy with how it looks, going to work on the introduction cutscene now. [h2]November 7[/h2] I've been wrapping some things up. Now that it's done, I'm back to working 100% on LOTLW. So, yeah, introduction cutscene. After the player starts the game and creates a character, the cutscene will play. First, it'll introduce the players to the game's universe: Magic, the Linked Worlds, Order Tempest, tainted lead, all the cool stuff =] After that, you'll see for the first time the portal malfunction! I will not be sharing the cutscene until after the next demo is released to keep things exciting. That means the entry will be a bit quiet for at least a few days. [h2]November 8[/h2] So after a few hours of work, I decided to not make an introduction to the game's universe. It's quite wordy, probably not required for the player to understand the story, and I really struggled to make it work. The idea was to show text and have simple animations that would illustrate the text: "Several things had to happen before it became possible for your life to change this way." "Year ???: Discovery of magic." "It happened so long ago that no one knows anymore where or when the first spells were cast." [Glyps appear around the image of a world and then fade away] [The camera moves away from the image] "Year 774: Invention of the World Gates." "The invention lead to the emergence of something that never existed before: A network of worlds." [Camera moves to a group of worlds] [Gate icons appear on them and lines connect them] [Camera moves, more and more connected worlds enter the view] "Year 787: Linked world wars" "A cascade of conflicts that scarred the worlds. Something had to be done." [Worlds shatter] [Lines become broken] "Year 864: Creation of Order Tempest", "And something was done. Order Tempest, an organization to enforce peace was formed." [Order Tempest flag icons appear near the world images] "Year 884: Legalization of the tainted lead use" "But to be effective Order Tempest had to gain the power to isolate worlds that did not want peace." "Fortunately to the Order, the alchemists have created the tainted lead, a material that has teleportation disrupting effect." [More worlds with the Order's flags] "Year 928: Beginning of Kayos lockdown" "Kayos was the first of the worlds to become disconnected from the Linked Worlds." [Camera moves to the world of Kayos image] [World linking animation plays] "It was colonized because of useful crystals that turned out to have the nasty property of making people insane." "The Order was forced to use the tainted lead and Kayos became the Locked World." [The link lines disappear] [Camera moves away to an image of a world with a gate] "Year 1106: Your arrival to the Locked World." "Figuratively all the stars in the Universe had to align for that to happen." "You managed to get your hands on a voucher for something that was called seal charms." "You were told that you can exchange it in the world of Ocia." "All you needed to do is to use the World Gate and walk a bit." [Camera stops] [Screen fades to black] I think I'll explain this in different ways - lore books inside the game and dialogues with NPCs, so nothing will be lost. I was excited about making this cutscene, so I am a little disappointed. But considering how hard it was going to be to make text synchronize with the animations, make the animations, etc., it's probably the right call. Not to mention that asking players to do so much reading so early in the game is not the best idea. The dialogue with the immigrant greeter is already a bit much. So, yeah, I choose to be okay with this. Going to take this as another lesson in not doing things, which is difficult for me, hah. [h2]November 10[/h2] Did a lot of progress with the portal malfunction cutscene. Nothing to show yet, even if I wanted to spoil it. It's going well, this cutscene is working, unlike the previous one. [h2]November 11[/h2] More progress! Should be done soon. The biggest news today is that the game has 700 wishlists now! Thank you =] [h2]November 12[/h2] I think I was working on graphics this time. [h2]November 13[/h2] Today I was working on cutscene's animations and audio. Most of it works now, I could even probably say that it's done, but it still doesn't click for me. [h2]November 14[/h2] Wasn't at home, no progress. Just going to post this entry since it's about time I've done that. So far November has been a non-stop challenge, it's one of those dark times in development when weeks fly by and progress is too damn slow. Got to say that I've been feeling less happy than usually and that's reflected in the amount of time I was able to work. Will have to power though it. The improved plan and reduced content will help a lot. Anyway, that is it. Thanks for reading and until next time! |
In this entry: Character creation UI redesign, demo update release. |
This demo update adds a whole new area - Eastern Trilith, tier 2 equipment for all classes, combat visual improvements, dozens of small additions, and bug fixes. I've done a lot in these four months! |
In this entry: Character creation, bug fixes, Devtober, competitive multiplayer, and me getting sick, which explains why I didn't publish an entry last week. |
[h2]September 28[/h2] |
Voting for Light of the Locked World is going to end soon - this is your last to help our game to win this round of Game Development World Championship! |
Hey all, |
[h2]September 18[/h2] |
[h2]September 9[/h2] |
[h2]September 1[/h2] |
[h2]August 25[/h2] |
[h2]August 16[/h2] |
LOTLW Devblog is back! I decided to start writing entries again because I came up with an idea to write it like a diary - a bit every day. |
This massive update adds two new classes, new items, new abilities, new weapon types, improved combat, new introduction quest, improved animations, improved enemy AI, new rogue NPCs, and dozens of smaller changes. |
Hey all,
This is how one of the new classes - Archer - looks: Now I'm working on Mage class, after that I'll add even more items, then I'll need to teach NPCs how to use those new items, then I'll want to make NPC AI rework, loot container rework, and... And then I'll probably update the demo! So that is all, see you on Twitter/Discord! |
The demo is still not representative of the final version and severely lacks content, but it will take a few more months to fix that, and I don't want to have large gaps between demo updates. |
This is a follow-up to "LOTLW Devblog #10: History of the Locked World", this time it's more about the locations and less about the events. |
This is a follow-up to "LOTLW Devblog #9: The new development plan".
Short term: Only two features left on the list: Save system and avatar appearance customization. That very soon the only things I'll be working on will be content and polishing.
Long term: Long term tasks remain unchanged. Highlights: Tasks I am looking forward to.
I'll build all of the planned areas out of placeholder assets! I might even populate it with placeholder NPCs. For the first time in the development, I'll know the true scale of the game. It will also allow me to develop the whole world at once - every new piece of content will be applied to all areas.
New equipment, new roles, new abilities, new ways to fight, and new enemies - this will have a massive impact on the game.
I'll make an introduction cutscene which visually explains how your character gets to Kayos and introduces players to the Linked Worlds universe. This will be fun to make and I can't wait to show it. So that's all for this entry: Next one is longer, possibly "Geography of the Locked World" =] Until next time! |
A week ago I've been worried about the game.
For those who are unfamiliar with such systems: You are not limited to gaining experience in one class - instead, you have access to all. Your actions will determine which class gains experience, naturally turning you skilled in classes you like. Light of the Locked World brings this old system to the future: Flaw of it was that eventually, you would become a master of classes and at the end of the game your character would be identical for all players. The game's roles come with perk trees which you will not be able to master 100% - meaning you will have to choose carefully and create builds for each for the 10 roles the game has.
The game is set in a world that is a manifestation of ideas from western and high fantasy genres. Industrial cities recovering from a recent war that succeeded in ending the monarch tyranny, lawless lands outside city walls, bounty hunters, magic crystal "gold rush", immigrants, magic-powered technology, demons and spirits, ancient runes and portals.
Unlike many games, Light of the Locked World does not have a grand opening that immediately establishes the story. That is because your character is not special - no prophecies, no unique powers, just a regular person. Start your journey as an unskilled, weak, poor immigrant and see what the Locked World will turn you into.
The theme of the player character not being extraordinary is also prevalent in the character design. All human non-player characters - NPCs - are almost identical to player characters. There are many similarities, but the most important is that NPCs have inventories that they can fully utilize - use healing consumables from them, equip weapons and armor, even pick up items. Many fascinating situations and decisions emerge from this - dying to enemies might mean that they will get your items, there is an option to allow enemies to level up, merchant inventories are not safe from players who don't play by the rules, and so on.
All characters belong to a faction. Attacking faction characters will reduce your reputation, and might turn entire regions of the game's world against you while doing favors for the faction will make you respected unlocking special benefits and items.
Many of the things in Light of the Locked World are persistent. Enemy characters don't regain items you took from them, looted chests and mined ore veins don't refill with goods.
Most numbers and designs in the game are given a slight nudge, making the game asymmetric, giving it unpredictability and even more emergent situations.
There are areas and shortcuts unlocked by acquiring items and abilities.
Four detailed cities with hundreds of buildings, many of them can be entered.
Quests with cutscenes and dialogue, character appearance customization, sophisticated equipment system, crafting, trading, traps, treasure, books, spells, secrets, and more.
All of the above works in the game's drop-in/drop-out local splitscreen mode! The game allows two players not only cooperate but also play competitively - duel, compete for rare resources and items, use a reputation system to divide the world. E.g.: Player 2 attacks Player 1 which is a member of Luma city faction. City NPCs become hostile to Player 2 and the city becomes a safe zone to Player 1. Don't have two controllers? Not a problem! Multiplayer can be played just with a keyboard and mouse. Anyway! I am very happy to inform that the crafting and key remapping 1.0 has been completed. Next week I'll be working on an in-game map! So that's all for now, the next entry is about the numbers LOTLW has generated so far. Until then! |
I have started working on crafting! |
As promised, this entry is about the game's lore. |
In this entry, I'll reveal Light of the Locked World's brand new development plan!
As you can see, right now I'm focusing on developing the features and mechanics for the game. Once all of those core systems are in, I can start using them to make new content. It will be much more exciting than it is now: Every month I will add something grand, like a new area or quest! Long term: These tasks are unordered. They also have smaller, currently unknown tasks in between them and it scares me a little.
When the content development phase will begin, I'll first focus on making story quests and content required for them. There will be 6 story quests in total. That might seem small, but some of the quests will take hours to complete. Expendable: These tasks have been planned, but I have decided that they aren't as important. They have low priority on the list and might not make it into the final game. I expect some of them to end up as post-release updates.
And now the important bit. ETA: Beyond 2020. I don't believe I'll finish the game in 2020. There's simply too much to do for that to be possible. I could say it's going to be done in 2021, but I don't want to speculate about that. The truth is that Light of the Locked World is a very large game for a solo developer like me. I've been working on it intensively over eight months now and while I made really good progress, the list of things that need to be done is just growing. So yeah, let's hope for 2021 and prepare for even longer. No matter how long it will take, the Light of the Locked World will be finished in all its "Epic fantasy RPG - Small indie developer edition" glory =] Anyway, I'll keep the plan updated, expect an entry about that every month or so. Next week I'll release entry with a timeline of the world's history - it'll be the first entry focused on the lore of the game. Until then! |
This update adds abilities and trading system: Now it's possible to buy and sell items.
[h3]What's next[/h3]
[h3]Have fun![/h3] |
This demo update contains over 4 months of changes. |
During October I worked a lot - I was participating in what is called Devtober. |
It's been a while since the last entry and the reason is that I was working on another game. |
UI rework is coming to an end! |
It's been two weeks since the last entry. |
Go to store page >> |
EDIT: I posted this on Sector Six hub by accident. Sorry!
UI looks 2.0
Character interaction system
Role system and first four roles
The first quest
My goal for next week is to finish working on graphics and start working on the interior system. That's all for now, until next time! |
The demo should be uploaded to Steam soon if it's possible, but meanwhile, you can already download it from: |
This week I finally fixed area loading and now I'm building the first area - Moonrise Desert. |
This week I've been working on UI. |
Welcome to the first LOTLW development blog entry! |
Light of the Locked World is now live on Steam! |