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Places for Discovery
As you may know, the Book of Travels experience is one of immersion and discovery, so it makes sense that in this game, level design is as much the work of the art team as Narrative Designers. Here were sharing a little bit about our approach to designing levels and the intended play experience we hope to create.
Passing place or site of hidden loot? Working to a fairly wide brief, artists design spaces where players will discover items, lore or story fragments while taking a rest or cooking up some roots. This means they must take into account both aesthetics and gameplay, so crafting a location that is as intriguing as it is beautiful is just one part of their work.
Of course levels in the game vary greatly in size and scope; some, such as cities and towns are bigger and more interactive, while others, like the one above, may appear to function as a passage or an interlude. But this being Book of Travels, the best things can happen off the beaten track, and all levels are designed to enrich your journey, often in unexpected ways...
Hints of blue behind these trees hint that theres more to discover.
Working with narrative components as well as items and NPCs, our Level Designers task is to ensure that there's not only a good degree of activity and discovery in all areas of the world, but that the experience of exploring them is rich and rewarding. In areas where the players field of vision is limited such as the one above, that means revealing small parts of hidden things - they might be spirits, bandits, buildings or beasts - to prompt further investigation. In areas where land is open and a long field of vision is available, levels must work to suggest possible pathways, challenges and rewards.
Obstacles, pathways and discoveries are hinted at from afar.
A large part of this work involves decorating the world with hand painted props made by the 2D art team. These props work to reinforce the feeling of walking around in a painting. Since we dont have full control over where players will go, the goal is to make every place one where a beautiful view can be enjoyed.
A village will likely have more NPCs to meet, but isn't necessarily where the most interesting things happen, and a quiet pathway might not be as empty as it looks. But its not all about the woods and wilds - following the main road will eventually lead you to one of Braided Shores more populated areas where you can find buildings to rest in, goods to trade with and hear a tale or two.
Making a journey at night can be beautiful, magical, dangerous or simply peaceful.
Weve often said that Book of Travels doesnt set your direction for you - youll be free to go where you wish, unbound by linear narrative or pre-planned player paths. However, levels are designed to offer suggestions to where you could go next. A fork in the road, a structure looming in the distance or dialogue with a passerby are among the many things that might alter your path. The goal of designing to reward exploration is to have the player find something wherever they decide to go, be it an item, a lurking spirit or just a silent clearing to play an instrument or sit and take stock But to find what secrets hide in this world youll need to take risks and steer away from the roads - we think that youll be enticed by the levels that await you! We hope this gives you a little more sense of how it will feel to roam free in Braided Shore. Please drop your thoughts in the comments right here, and tell us what kind of exploratory games youve enjoyed most... Olle, our Level Designer will pop in and respond next week. Best Wishes! Helen & the Dev Team https://store.steampowered.com/app/1152340/Book_of_Travels/
Sign up on our mailing list for news and an in-game treat in our upcoming game at www.TMORPG.com.
The T in TMO signals an alternative to the more common industry standard MMORPG (Massive Multiplayer Online Roleplaying Game) putting 'tiny' in the place of 'massive'. That means fewer meetings, which we think means more magic... Read more here: What is a TMORPG?!
Later this year Book of Travels will be available for Early Access on Steam. In Chapter Zero parts of the Braided Shore will be open, and among the places to visit is the gem of the region the city of Kasa. Read more here.
Join our super friendly Discord to exchange ideas on all things Book of Travels as well as art, games and books. Join here.
[ 2021-04-30 11:55:29 CET ] [ Original post ]
Dear Travellers,
As you may know, the Book of Travels experience is one of immersion and discovery, so it makes sense that in this game, level design is as much the work of the art team as Narrative Designers. Here were sharing a little bit about our approach to designing levels and the intended play experience we hope to create.
Passing place or site of hidden loot? Working to a fairly wide brief, artists design spaces where players will discover items, lore or story fragments while taking a rest or cooking up some roots. This means they must take into account both aesthetics and gameplay, so crafting a location that is as intriguing as it is beautiful is just one part of their work.
Where set design and gameplay come together
Of course levels in the game vary greatly in size and scope; some, such as cities and towns are bigger and more interactive, while others, like the one above, may appear to function as a passage or an interlude. But this being Book of Travels, the best things can happen off the beaten track, and all levels are designed to enrich your journey, often in unexpected ways...
Hints of blue behind these trees hint that theres more to discover.
Creating curiosity in different spaces
Working with narrative components as well as items and NPCs, our Level Designers task is to ensure that there's not only a good degree of activity and discovery in all areas of the world, but that the experience of exploring them is rich and rewarding. In areas where the players field of vision is limited such as the one above, that means revealing small parts of hidden things - they might be spirits, bandits, buildings or beasts - to prompt further investigation. In areas where land is open and a long field of vision is available, levels must work to suggest possible pathways, challenges and rewards.
Obstacles, pathways and discoveries are hinted at from afar.
Levels that feel like a painted world
A large part of this work involves decorating the world with hand painted props made by the 2D art team. These props work to reinforce the feeling of walking around in a painting. Since we dont have full control over where players will go, the goal is to make every place one where a beautiful view can be enjoyed.
A village will likely have more NPCs to meet, but isn't necessarily where the most interesting things happen, and a quiet pathway might not be as empty as it looks. But its not all about the woods and wilds - following the main road will eventually lead you to one of Braided Shores more populated areas where you can find buildings to rest in, goods to trade with and hear a tale or two.
Making a journey at night can be beautiful, magical, dangerous or simply peaceful.
Balancing design with open play
Weve often said that Book of Travels doesnt set your direction for you - youll be free to go where you wish, unbound by linear narrative or pre-planned player paths. However, levels are designed to offer suggestions to where you could go next. A fork in the road, a structure looming in the distance or dialogue with a passerby are among the many things that might alter your path. The goal of designing to reward exploration is to have the player find something wherever they decide to go, be it an item, a lurking spirit or just a silent clearing to play an instrument or sit and take stock But to find what secrets hide in this world youll need to take risks and steer away from the roads - we think that youll be enticed by the levels that await you! We hope this gives you a little more sense of how it will feel to roam free in Braided Shore. Please drop your thoughts in the comments right here, and tell us what kind of exploratory games youve enjoyed most... Olle, our Level Designer will pop in and respond next week. Best Wishes! Helen & the Dev Team https://store.steampowered.com/app/1152340/Book_of_Travels/
Want more info?
Become a Traveller
Sign up on our mailing list for news and an in-game treat in our upcoming game at www.TMORPG.com.
What is TMORPG?
The T in TMO signals an alternative to the more common industry standard MMORPG (Massive Multiplayer Online Roleplaying Game) putting 'tiny' in the place of 'massive'. That means fewer meetings, which we think means more magic... Read more here: What is a TMORPG?!
Revealing the Early Access World
Later this year Book of Travels will be available for Early Access on Steam. In Chapter Zero parts of the Braided Shore will be open, and among the places to visit is the gem of the region the city of Kasa. Read more here.
Join our Discord
Join our super friendly Discord to exchange ideas on all things Book of Travels as well as art, games and books. Join here.
[ 2021-04-30 11:55:29 CET ] [ Original post ]
Book of Travels
Might and Delight
Developer
Might and Delight
Publisher
2021-10-11
Release
Game News Posts:
136
🎹🖱️Keyboard + Mouse
Very Positive
(1422 reviews)
Public Linux Depots:
- Book of Travels Linux 64bit [5.82 G]
Join The Book of Travels and become a part of a unique social roleplaying experience that doesn’t hold your hand. Inspired by genre classics, this is a serene adventure that sets you adrift in a fairytale world... but it’s also an invitation to roleplay without the restraints of linear missions and plotlines. Feel at liberty to travel the free wilds and vivid cities of the Braided Shore peninsula. Wander deep into the layers of this hand-drawn world, stumble upon its hidden places or unravel one of its many mysteries. There is no overarching goal, no real beginning or end, but for mortal characters the stakes can be high.
Braided Shore is a vast and intricate world, but meetings with other players are few and far between so your chance encounters will be something special. Choose to collaborate together or to survive alone, either way, you’ll be part of the birth of an exciting new online community, one where many stories will be told.
But take note: This is a game for wayfinders and wanderers and it won’t plan out your route. Instead it will trust you to to play in your own style and to shape your own journey. Whichever way you choose to travel, you’ll soon be adding your own chapters to the Book of Travels.
- Authentic roleplaying and individual playstyles
Pick one of 20+ Forms in a detailed character creation sheet that focuses on personality and identity rather than stats and classes. The game allows you to play in a style that matches your character and to set your own personal goals. Are you a danger-seeking adventurer, a stoic practitioner of magic binding, or a carefree tea drinking gambler? - Boundless narrative that won’t hold your hand
Your travels will present you with countless randomly occurring events making your story unique, and each session different from the last. Peel back the layers of diverse plotlines and discover an immensely deep fairytale world. - TMO - Tiny Multiplayer Online
Other players are few, but your paths will cross - it’s up to you to choose to travel together or go it alone. Find vehicles to reach far flung places or just amble through woods together. The absence of guilds and social structures makes your temporary fellowships unique and memorable. - A beautiful world of uncertainty
An intricate and unique world that draws inspiration from old-world fairytales, Eastern mythologies and early industrial eras. Tons of intricate events chains that unlock items, characters, deep world secrets, and hidden gameplay features and tricks. - Communicate using symbols
Learn to use a unique set of symbols to communicate with other players. Unlock new symbols as you encounter new features and places (e.g. you’ll gain the symbol for “city” only after you’ve visited a city). The limitation in communication lays the foundation for a rich and friendly multiplayer experience. - Innovative RPG systems
Define your character by unlocking and mastering 300+ abilities, magical skills and passive feats that will have a huge impact on your character and open up different experiences of the game. Gain experience in numerous ways: by exploring, being courteous, gathering and trading. Battles can be rewarding, but you will learn more in defeat than in victory. - The world is a hand painted diorama
Experience a unique game view perspective ‘painted’ in a richly detailed artstyle. Click to walk like old school RPGs but in scenes with 3-dimensional depth. - Commiting to the world - together
Might and Delight studio is fully committed to making this online world grow and live for a long long time - together with you. Much like a dungeon master we will hint about new mysterious scenarios, but it will be up to you, the players, to let us know what we should explore next. Additionally, we’ll add new levels, constantly making the vast world even bigger, adding new playable characters and of course thousands of storylines and events. Stories will change and evolve and eras of new narratives will follow.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA Geforce GTX 660. ATI Radeon HD 2xxxNetwork: Broadband Internet connection
- Storage: 2 GB available space
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