Development Update #6 - How to Create a Believable World
Today we are going to delve into the creative process of world dressing, character placement, and population control. The world dressing of a game is a very important aspect of development as it determines what the world of a game will look like. Things like whether there is a large population in a city, an impoverished family, a warrior protecting others, or a crazy person with insight into the future, are decided during this process.
The game has Four Kingdoms, each with its own cultures and traditions, and thus their own kinds of population. In those Kingdoms there are major cities and towns that are distinct from one another, so what works for one city in a sunny plain, may not work for a city covered in snow. In our work to find a balance in setting up the NPCs in Plamen’s cities, we looked at the architecture and the surroundings of the area we were populating. If a city looked very ornate and wealthy, like a place where only the upper classes and royalty lived, then the nobility would take center stage in the dressing of that city, with commoners seeming out of place if found there. On the other hand, if a city was supposed to be known for being a den of villainy and scum, the area would be populated mostly by commoners and shady individuals while the nobility would be scarcely seen.
When working on character placement in the different cities of our game, understanding the relevant Kingdom’s culture was perhaps the most vital aspect that needed to be taken into account before placing a single NPC. We’d consider such things as: ‘Does the culture allow for more liberty in the day to day of the common folk?’, ‘Does society look down on certain classes or races?’, ‘How nationalistic or patriotic are the people in this particular corner of the world, and what is the relationship between the race that controls the city and the other races of Plamen?’.
Another thing that would help in choosing where our NPCs would be placed is travel. While knowing the world of the game is certainly the key to understanding what kind of characters and archetypes go to which city, travel allows you to understand how cultures and geography can change the local population. Each city in the Kingdoms and the different Kingdoms themselves are similar to one another and yet very distinct, and that is what world dressing tries to capture so that the world doesn’t just feel populated, but alive.
Our goal is always to immerse you in the world we are creating, meaning that every character in the world, even if they are not someone you can interact with, has to have a purpose. When placing these characters, the world dresser has to have a story behind why they’re there; ‘What are they doing there?’, ‘Who are they?’, ‘What do they want?’. Some of these reasons won’t be apparent in the game, but thinking of these reasons when placing NPCs is part of making the world more believable and closer to our own.
Discover New Content Every Week
If you missed any of the previous Development Updates, check out the latest ones here:
We hope you enjoyed this foray into the making of Alaloth. What do you think about the process of populating Plamen? Share your thoughts with us on Steam and Discord.
Lore updates will be posted on Steam every Wednesday* and will introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. Sometimes they will come in the form of a special Companion update to introduce companions that may accompany you on your quest. A brand new piece of art will be available every Monday* as well!
Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.
*Based on external and internal factors, the frequency may change.
You’ll need power and skills to survive in the world of Alaloth. To possess them however, you will first have to choose a Way of Power and a Profession. Today we’ll take a deeper look into the Way of Nature, one of the three Ways of Power you’ll be able to choose from.
In the beginning there was only the All-Father’s chaos and Jaiha’s earth. The only power to be harnessed was the raw energy of nature. It was the elves of old that learned that if one nourished their connection to the nature around them, they would reap great rewards. A champion who chooses the Way of Nature will gain elemental magical skills that can be used at a long range against their enemies. This way draws on the power of the nature gods to help a champion manipulate the flora and fauna that surrounds them.
Professions of the Way of Nature
Like every Way of Power, the Way of Nature has its own unique professions. These will help you connect to the natural world and vanquish your enemies.
Elementalist
By joining with nature, Elementalists have control over all elements in the mortal realm. They excel in conjuring these elements and manipulating them as they please.
Earthquake Shake Jaiha’s earth to knock down your enemies and make them lose their balance.
Fireblast Bring forth a mighty dragon within you that will burn your enemies to a crisp with the heat of its fury.
Lightning Bolt Harness the power of thunder and lightning to strike forcefully at your enemy with electric results.
Winter’s Grasp Permanently freeze all the enemies around you by surrounding yourself with the icy winds of winter.
Arcanist
Arcanists focus more on the magical aspect of nature rather than on controlling specific elements.
Arcane Shield The forces of nature and of magic are one. With both, you can form a mighty shield that will protect you from harm.
Forcewave Knock the enemies that are assaulting your position to the ground with the force that exists deep inside all living things.
Disruption Field There’s no reason to let the enemy storm your party without obstacles. Call upon nature to slow and disrupt the will and might of your enemy, giving you an edge in battle.
Cloudkill Unleash a poisonous cloud that envelops your enemies and follows them as they try to escape.
Warden
Wardens completely immerse themselves into nature, becoming one with it. They guide it and revel in it, manipulating it with admiration rather than selfish need. Wardens control the creatures of the ground as well as the earth itself.
Bohai’s Hand Summon the mighty thorny hand of Bohai, a root that will capture your enemies and keep them in place, not allowing them to move while it's called.
Elemental Aegis Do not let the enemy attack you with that which you hold power over; protect yourself from the powers of the elements with a shield made from them.
Healing Spring Form an aura around yourself that will promote the natural processes of healing in yourself and your allies.
Summon Familiar Call on the powers of nature to summon an animal familiar to fight by your side and charge at the enemy for the duration of a battle. The pet will follow you for as long as it lives.
Discover New Content Every Week
If you missed any of the previous Lore Updates, check out the latest ones here:
We hope you enjoyed this foray into the rich world of Alaloth. Do you think you’ll choose the Way of Nature? Which Profession did you find the most interesting? Share your thoughts with us on Steam and Discord.
*Based on external and internal factors, the frequency may change.
You’ll need power and skills to survive in the world of Alaloth. To possess them however, you will first have to choose a Way of Power and a Profession. Today we’ll take a deeper look into the Way of Gods, one of the three Ways of Power you’ll be able to choose from.
In the world of Plamen, you are never alone. A god or two is always watching over you, guiding you, giving you strength, or cursing your enemies. Following the Way of Gods, a champion will have the power to gain boons and abilities from a plethora of deities; some good, some evil—depending on a champion’s wishes. The gods channel their power through champions that they feel are worthy of possessing it, channeling spells that heal or kill as needed.
Professions of the Way of Gods
Like every Way of Power, the Way of Gods has its own unique Professions that will help you restore the faith and fight like the blessed monks.
Templar
Templars are mighty defenders of the faith, providing holy energy to the world by channeling the powers of the gods of justice, healing, and truth. Templars swear to protect the four kingdoms using pure magic.
Divine Shield Gather the powers of the gods to form a protective shield that will defend you from incoming attacks from close and afar.
Holy Fire Call upon the ire of the gods and send their righteous fury against enemies with a fire that burns more than just the unholy.
Bless The power of the gods channeled through this blessing will give you and your allies a boost in battle.
Consecration The enemy aims to corrupt the lands of the blessed gods, but you won’t let them. Consecrate the ground beneath them and punish them for their sins.
Cleric
Defenders of the faith and preachers of the word of the gods. Clerics travel between holy places, healing the sick, blessing the righteous, and smiting the sinful. They protect the mortal realms from abominations and the evil magic of the undead.
Banish Undead Send skeletons, zombies, and any creatures that dare to crawl out of their graves back into the ground with the blessing of the gods. Cause damage to all undead near you.
Purify Traveling and fighting in these corrupted lands takes its toll on you. Purify ailments and misgivings from yourself and your allies.
Sanctified Field Cast upon the ground around you the sacred power to cure yourself and your allies when in battle, and block the malice of your foes.
Heal Wounds Let the lifeforce given to you by the will of the gods flow through you to heal yourself or those around you.
Necromancer
Death is not the final stage for mortals as some may think. Necromancers hold dominion over the realm of the dead. They can raise them from their graves and make them walk the streets once more. Necromancers use the dead as their own personal army to fulfil their wicked plans.
Summon Undead Give the bloated corpses and piles of bones around you a new chance at life in your service as they fight to “die” for you.
Vampiric Touch The blood that flows through your enemy’s veins is yours by right. Take their lifeforce for yourself as you strike against them.
Affliction Afflict your enemies with a potent ailment from the gods of death and cruelty, let them suffer slowly as they fight against you.
Curse Let your opponent have no advantages in battle and make them vulnerable, make them feel pain when they try to strike against you.
Discover New Content Every Week
If you missed any of the previous Lore Updates, check out the latest ones here: https://steamcommunity.com/games/919360/announcements/detail/3060730254426286535 https://store.steampowered.com/news/app/919360/view/3059602452005106720 https://store.steampowered.com/news/app/919360/view/3062978883683506392
We hope you enjoyed this foray into the rich world of Alaloth. Do you think you’ll choose the Way of Gods? Which Profession did you find the most interesting? Share your thoughts with us on Steam and Discord.
Lore updates will be posted on Steam every Wednesday* and will introduce key characters, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. Sometimes they will come in the form of a special Companion update to introduce companions that may accompany you on your quest. A brand new piece of art will be available every Monday* as well!
Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.
*Based on external and internal factors, the frequency may change.
Development Update #5 - The Importance of Characterization and Narrative
Nearly every game, from shooters to RPGs, has a narrative. It can be hidden in the background or carry the player from beginning to end, but it's always there. It has been our job to create that narrative in Alaloth: Champions of The Four Kingdoms, and embed it into every aspect of the game, be it in combat, quests, or the characters that you’ll interact with.
The world of our game has been in the works for quite some time, with different visions and building blocks laid out during the first years of development. It was during this stage that the core ideas of the game; the villain, kingdoms, gods, and overall style took hold and still influence every subsequent addition to the game. With the lore and world of the game already in place, new narrative designers didn’t have to invent the wheel, but rather expand upon it.
The first step when starting on a new project, particularly in the creative field, is to study the material meticulously. Every page, character, tree, and ant that was already created by previous writers needs a thorough examination. Every god and kingdom needs to be understood. In our role as designers, we need to first read everything that exists, then fully comprehend it, and finally memorize each and every small detail. Then we can create our own original stories, but set in an already pre-existing world and with a similar style.
After becoming familiar with the source, one can add to it, creating quests, characters, and in-game items that complement the existing lore. Sometimes a pre-existing aspect of the world needs to be reworked to fit the in-game content. It’s fun to create the intricate details of a kingdom and how each noble house behaves, but we need to be careful what we create is reflected in the dialogues, the random barks a player can hear on the streets of a city, or when meeting face to face with a king. Everything needs to mesh together seamlessly.
Narrative Design is similar to writing a novel or a movie, the components are all there. Every narrative has to have its structure, highs and lows, and its relation and inspiration to human life as we know it. But game narratives add an extra layer to the job. As a game writer, you need to consider the core gameplay and game design with every line of dialogue you write. You need to verify if a game can do what you want it to do, can the engine handle these complications for the sake of a narrative? But also, does the dialogue complement the style of the game? How do you convey your information in third person, or in an isometric view? All these have a deep effect on how you write and what you write, because while you can get sucked into the world and let your imagination run wild, nothing of what you write will ever see the light of day if the game is not considered first.
Another aspect of Narrative Design, once you look past your own imagination, is inspiration. The world of Plamen is one that takes the medieval style and combines it with magic and supernatural forces, leading to a lot of sources of inspiration when trying to create and expand these concepts into something original. One could look at old fantasy books or at the direction of similar games, but it’s important that these inspirations do not consume your product. You can be inspired by another game, like a concept, but at the end of the day, your world and story have to be your own creation and not depend completely on another.
Alternatively, a designer can look to real life for inspiration. When deciding on the names and traditions of races in the game, we looked to the different cultures of Earth for sources of inspiration. Irish festivals, Jewish holidays, and African dress are just a few examples of cultural aspects that can be studied for inspiration. Looking to Earth cultures for inspiration also has the added benefit of creating a sense of belonging in the characters of the different races, giving them some commonality in the world. This commonality also applies to the religious structure of Alaloth. Looking at ancient mythologies and the Bible itself, one can see the natural progression of a creation story, a tale of a god, prophecy, and prayer. It’s only with great knowledge of the world that surrounds us that we can create new and exciting worlds just like Tolkien did for Lord of the Rings.
In Alaloth: Champions of the Four Kingdoms, we’ve strived to bring you an engaging world full of mystery, chaos, and challenges. That all seeps into the core of our narrative, from the quest at hand to defeat a fallen God, to the many characters you’ll encounter along the path to that goal. Each companion will offer a new perspective on the world, and each character has their own internal motive for you to discover. At the end of the day, we can only hope that you, the player, will fall in love with the cast of misfits we’ve assembled and the world we created for your enjoyment.
Discover New Content Every Week
If you missed any of the previous Development Updates, check out the latest ones here: https://steamcommunity.com/games/919360/announcements/detail/3058475918421648964 https://store.steampowered.com/news/app/919360/view/2961646623389887319 https://store.steampowered.com/news/app/919360/view/4811498361139642909
We hope you enjoyed this foray into the making of Alaloth. What do you think about creative design in gaming? Share your thoughts with us on Steam and Discord.
Lore updates will be posted on Steam every Wednesday* and will introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. A brand new piece of art will be available every Monday* as well!
Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.
*Based on external and internal factors, the frequency may change.
Companions Update #1 - Lileah, The Last Light of Vaizmil
In the lands of Plamen you’ll find many who will want to join in your crusade against Alaloth—if your interests align. Some will come from far and wide, from distant lands or from their own home in Plamen, but all have the same goal in mind—defeating the great demon. These characters are potential Companions who would join you on your quest. The first you may choose to add to your band of heroes is Lileah. She is someone who cherishes the light of Vaizmil and wants to protect all that is innocent and good, especially now, that corruption that is slowly but surely taking over Edherest.
Lileah, The Last light of Vaizmil
Hailing from Altar City, Lileah was orphaned when the city was destroyed by Alaloth’s Tempests. Now the city is known as the God Graves. As a child, she was always aggressive and looking for a fight. No caretaker or family had the patience to bear with the wild child and she often found herself on the streets of Edherest. As she matured, she formed a bond with the Shield-Bearers of Vaizmil, eventually becoming a member, and used her aggression and violent nature for good. But as the priesthood lost its hold over Edherest and magic users became more powerful than ever in the service of the great houses, Lileah found herself disillusioned by her position in life. She worked tirelessly to save persecuted priests from the hands of the houses and now, she seeks a way to restore balance to the kingdom. As the last sentinel of Vaizmil, Lileah has taken it upon herself to fight against the enemies of the Goddess and slay the ultimate monster, Alaloth. She will seek a champion to join forces with who will protect the innocent and do what’s good, even at the cost of self-sacrifice.
Discover New Content Every Week
If you missed any of the previous Lore Updates, check out the latest ones here:
We hope you enjoyed this foray into the rich world of Alaloth. Do you think you’ll be the champion Lileah is looking for? Share your thoughts with us on Steam and Discord.
Lore updates will be posted on Steam every Wednesday* and will introduce key characters, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. Sometimes they will come in the form of a special Companion update to introduce companions that may accompany you on your quest. A brand new piece of art will be available every Monday* as well!
Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.
Lore Update #7 - The Wandering Characters of Plamen
In the world of Plamen there are many who wander. There are those who’ve lost it all—their homes, loved ones, and purpose and then there those who by choice or curse are forced to be distant from the rest of the mortal world, until their goal is finally achieved. These latter beings are mortals of great power, either of the body, the mind, or of magic, waiting for someone to come and gain their favor by succeeding where they could not. Though found in the lands of The Four Kingdoms, they are not bound to them, nor do their kingdoms care for them or wish to aid them in their quests. The wanders’ only goal is their own, and whether that’s good or bad for the kingdoms they dwell in remains to be seen.
The Red Mage
The Red Mage is an unknown and mysterious sorcerer who dwells in Edherest by a lake overlooking a derelict magical tower, a Beacon Tower. He is known as a healer to some, a heretic to others, and evil incarnate to those that fear him. Rumors about his heritage and appearance circulate the streets of the kingdom but each story contradicts the last. What is certain to those that know him well enough, is that he does not bear ill-will against Edherest, on the contrary, he wishes to save it from the ever present corruption that has been seeped in from Alaloth and from unchecked magic. He wants to restore the Beacon Towers, colleges, and human society to the days of peace. The Red Mage is waiting for a champion to arrive at the doorstep to his tower and take on a task that will benefit them both, only after completing it will he know if the champion is ready to face Alaloth.
Kellis of the Zephyrs
Once just a powerful mage among the Elven high class, Kellis of the Zephyrs is just a mythical prisoner now, locked in the woods he once loved. He is a depressed and doomed soul who tried to embark on the Retreat, to venture the sea to the next life, but instead found himself trapped within the forest, unable to leave and unable to die. He has attempted to escape countless times but has always failed. Despite all this, Kellis is compassionate and never judges a creature or mortal on their nature, even if they do things he does not approve of. He watches the forest in defeat, and assists those who become lost. He seeks a champion to bring to him what he cannot get himself, to prove their mettle in the face of danger.
Forgeback
Forgeback is a legendary figure in dwarven history, the great dragon slayer of Karak-Hohn, known for his brutality in combat and the mastery of his craft. He is and always was a great smith, who could forge any weapon to kill a dragon. His hatred for dragons made him violent and unpleasant, with outbursts of anger over his loss that all of Karak-Hohn could hear him from miles away. Forgeback is only interested in seeing the dragon race extinct, not in their stolen gold or the glory of the hunt. He holds a personal vendetta and nothing but the death of all dragons will satisfy that need. In his old age he’s become unable to hunt the dragons himself, so he seeks a champion to aid him in his quest. In return they will gain the honor of wielding his work.
Nohrged-Kin
A sinister mystery, guardian of the oasis, exile, blasphemer, saint... These are but some of the words used to describe Nohrged-Kin, the shadowy figure lurking by the waters of the Thirst. He goads pilgrims and the lost to drink from it and watches as the consequences unfold. Nohrged-Kin is seen as vicious and cruel, but he cares not for the suffering of mortals, nor does he wish them ill. He merely wishes to test them in their hour of need. If there is something he truly detests, it’s the gods that the mortals of The Four Kingdoms worship, especially Maraika and the Mother of Betrayers, who hold favor in Baga. His obsession is directed towards rare idols of gods, which he desecrates for his entertainment. He will surely test the champion in his own way, and determine if they are truly the hero that has a chance set the world to rights.
We hope you enjoyed this foray into the rich world of Alaloth. Which wanderer did you find the most interesting? Share your thoughts with us on Steam and Discord.
Lore updates will be posted on Steam every Wednesday* and will introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. A brand new piece of art will be available every Monday* as well!
Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.
*Based on external and internal factors, the frequency may change.
Development Update #4 - Creating Real Time VFX in Alaloth
The role of VFX is very important in every video game, because they communicate a lot about the things that are happening within a game’s world, from simple rain to a pool of acid, creating and saying what can be good or dangerous, alive or static. Our VFX, are generally divided into two macro categories, environments and gameplay effects. Environments were introduced in Dev Update #2, which explains how, in order to create a live and realistic environment, VFX such as fire, fog, and particles are added. After the bake phase, every single VFX is moved to the final scene in order to have a living scene with fire, water, dust, lava, all weather events, and much more rather than just a static texture. All environmental VFX derive from a common base: for example, each type of dust or flame starts from a base VFX and our team is able to create variants based on the scene in which it will be placed, changing color, size, duration, etc.
For gameplay effects however, the situation changes. These are the VFX that give impact to the game and gameplay. In fact, before starting the production of these effects there was a long pre-production phase between the designers, coders, audio and tech guys, and the animators, all based on a deep knowledge of the project and game mechanics. Similarly to the animation process, we work from a few pre-made libraries to create a base layer of contents to iterate, change, and adapt to the game and we pair these assets with in-house assets created following the specs of the main Game design document or GDD. Libraries are really helpful but, due to the nature of our game, without proper 3D geometry and pre-rendered environments, there is still a lot of work to do even on VFX that are supposed to work 1:1 with a standard pipeline. In Alaloth, we have to manually tweak everything to have the same effect as intended for a full 3D environment. Not an easy task. In-house-made assets work the same way, always starting from a few benchmarks we reimagine working in a iso-view.
For example, for a dragon's breath of fire, we decide at the beginning of the design phase what the range and duration of the attack should be, then we define the damage system with the code/tech department and finally the graphic part, with a mixture of particles and shaders to give life to the flames. But the gameplay effects also help to inform a player of what is about to happen on screen. For example, in many enemy encounters, a loading VFX alerts the player that the enemy is about to cast a spell or use a special skill. Knowing how to create visual effects also means knowing how to use mesh, UV, and shaders to your advantage; these three elements, together with the particles, are the basis for the creation of effects, in addition to being visually important, and give the sense that they are rounding out animations.
This VFX for example is the combination of a series of elements that will give the enemy who will use it (no spoiler) a devastating attack power. It is based on a mesh with UV designed so that a custom shader can create this dynamic effect; in addition a cloud of fire will follow the mesh, together with craters on the ground that will spit tongues of fire and rocks.
Each enemy, from dragon to skeleton, from golem to spider, will have their own unique set of VFX, designed and studied by the whole team to make the experience as realistic as possible. The VFX creation process is variable and depends on functionality and usage. The process can take a few hours for a simple brazier to many more for an attacking gameplay effect, and require a close collaboration between all team members.
Discover New Content Every Week
If you missed any previous Development Update post, explore them here: https://steamcommunity.com/games/919360/announcements/detail/2961646623389887320 https://steamcommunity.com/games/919360/announcements/detail/4811498361139642910 https://steamcommunity.com/games/919360/announcements/detail/2924488755434060877
We hope you enjoyed this foray into the making of Alaloth. Did you find this behind-the-scenes look at VFX interesting? Share your thoughts with us on Steam and Discord.
Lore updates will be posted on Steam every Wednesday* and will introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. A brand new piece of art will be available every Monday* as well!
Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.
*Based on external and internal factors, the frequency may change.
We hosted an Alaloth - Champions of The Four Kingdoms AMA with Alberto Belli (Founder & CEO) and Giulia Zamboni (Producer) on our Discord server recently. Many valiant heroes arrived from far-away lands to participate! We’ve gathered some of the most interesting questions and answers for you here, such as: How does the gear work? Can you cook in the game? Why is Alberto such a funny guy? Find out below!
The Game
Will there be medieval-inspired castles with their own interiors in each kingdom? Each kingdom has been basically built like this: there is a capital city (of course) where you can meet the ruler of your kingdom (who is actually the one summoning you to help fight Alaloth). Then we have a major city and five other minor cities to visit. Then you have three different points of interest and tons of fighting areas you have to claim in order to find pieces of the Artifact. You need the Artifact to enter the endgame and face Alaloth himself. So we have medieval stuff (especially in Edherest, the Human Kingdom), indoor and outdoor areas to explore, and many different locations you can visit.
How many roleplay systems are implemented aside from combat? You can do a lot of things. We’re happy with our hardcore crafting system which is very well-connected to the world’s lore & logic. For example, you can't find elven stuff in a dwarven shop. The only exception is visiting a specific store at a specific moment of the game calendar because an elven merchant is traveling through that area at that specific time. We have a reputation system and a responsive world that changes along the way (the passing of time is a key factor).
How big will the dungeons be? Will there be some deep dungeon crawls? We have different sizes for fighting areas all around the world map: Small/Medium/Large/Special. Let's say that a Small FA (Fighting Area) can be claimed in a short time, assuming that you are good at the game. Medium-sized FAs are twice the size of Small FAs while Large FAs are twice the size of a Medium FA.
How will gearing work? Are there prefix + suffix systems of random loot drops like in Diablo? Yes, that's the formula, but the drop system is way different than in Diablo. Basically, once you enter a fighting area, you don't get loot from mobs. Our approach on this has always been very hardcore, like the way everything is strictly connected to the weight you can carry with you. We didn't like the idea of having a giant spider dropping a sword (have you ever seen a giant spider? And a giant spider hiding a sword somewhere on its body?). So basically you'll have the chance to take stuff around, but you’ll have access to the "true" loot only once you've claimed the fighting area. There is a chest at the end of each one and you have to wisely choose what you can take with you.
How many gear slots and types of gear are present? An armor set consists of:
A unique piece
A cloak
A belt (with 4 slots to bring consumables to fighting areas)
Two ring slots
A trinket
The main hand
The off-hand
You aren’t able to access your inventory when you’re fighting so you have to choose wisely. Tons of items will be unveiled, cool armor & weapon sets, and many other unique objects.
Is it possible to use any weapon in the game or is it build-related? You choose a fighting style when creating your character, but yes, you can use any weapon in-game, just by equipping it.
Is the Main Character set to a specific arc and morality? (Example: You are a "good guy" and do questing, or can you choose to be a pillager?) There is no main (pre-made) character. You create your own, so you have to choose your alignment at the very beginning. In general, you play the role of a champion who has been summoned because of his/her skills, so we are using morality in a slightly different way than usual. You can hire (or not) companions with the same alignment only. So if you want to learn everything there is about them, you have to play a different character with a different alignment in a different run (a few companions' storylines are strictly connected).
Will there be any ranged build? Yes, you play the role of a heavy armored champion, but you can choose from 36 different skills when you level up and there is a Marksman build which is basically THE ranged build. Anyway, skills are not directly connected with the melee aspect, so you’ll keep fighting with swords, axes, and so on, AND you can use ranged skills as you can use any other skills (cooldown is in).
What about clerical spells & defensive builds? There is a cleric build, of course, and clerics are actually the only ones able to cast healing spells. Defensive builds are a thing, but you can basically mix any skill from any profession, so you can create something in-between or just get skills from random professions mixing warden skills, elementalist skills, cleric skills, and so on.
Is there any stealth component in the game? Not really. Enemies are responsive and will spot you if you don't pay attention, but you can try to sneak here and there. There’s no crouch option or anything like that.
What mechanics have been added to increase replayability? New game plus, different endings, random dungeons? Something else? If you want to fully discover the world’s lore and get everything from the game, you should play as each race at least one time. On top of this, our content/quests are basically "handmade", but we have a layer of randomly generated content that could make any run virtually endless.
Are there mounts in the game? Mounts are useful to move faster on the map and to carry extra weight with you. The map is completely free to roam, so you can move wherever you want. You move faster on roads and slower at the top of mountains or in a swamp, and so on. Mounts will help you to get around in general. So yes, we have special and unique mounts to be unlocked along the way.
Can you cook and have recipes in the game? Yes, we have recipes. Yes, you can cook stuff. Actually, you can use food as a consumable (putting it on your belt) and the buff effect is timed. If you cook stuff before entering a fighting area, the buff effect will last for the duration of the whole area.
Are there secrets to be found in the world? A LOT.
The Development
What games influenced the concept? [Alberto:] Moonstone is one of the main references. It is an Amiga game from 1990 that literally blew my mind at that time. But we basically are RPG people and I think we can say that there is a little bit of everything we love in Alaloth. The idea behind the concept BTW, was pretty simple: bring the 3D fighting mechanics of modern action games to an iso view, inspired by BG & co.
Were you drawing from any well-known inspirations? And if so, how do you plan on making your product unique to set it apart from them? We are trying to stay in-between old school classics (for the visuals, the iso view, the pre-rendered stuff) and modern masterpieces (3D mechanics brought to an iso game). That's how we plan to make a unique product. In terms of inspiration, we are not reinventing the wheel: this is high-fantasy with all the good things high-fantasy lovers (as we are) love.
When did the development of the game start? We announced the game back in 2017, but at that time we just had a working prototype and we were still actively in pre-production. Pre-production ended mid-2018 and we can say we officially started full development at the beginning of 2019.
Does the current game match the original plans? Development is hard, so during a full dev cycle lots of things usually change for a number of reasons. You can face tech problems or any other kind of issue (i.e. an unexpected pandemic -_-"), but we kept the same original vision and I can say that probably, we raised the bar when All in! Games jumped in, having access to extra resources we didn't have at the very beginning.
What are the design ethics behind how you wanted to approach the difficulty of the game? [Alberto:] I think games have to be fun. I personally don't like games that leave players frustrated, but I don't like "easy" games either. I think a good balance is getting a reward if you fight for it and putting the right effort into mastering systems. I would like to deliver a demanding combat system which does not end in a frustrating game. You have to die fighting the dumbest mob if you approach it the wrong way, correct. But you should be able to defeat Alaloth with the right effort if you master your skill set and combos.
Is it Unity or Unreal? Unity!
The Future
Will the game be released in Early Access or will it have a full release only? There are no plans for Early Access right now. The current plan is to have a full release in 2021 on PC, XONE, PS4, and Switch. That is if 2021 isn't a scam and we don't wake up on December 32, 2020, as some people predict.
What are your plans post-release? We would love to see the world of Alaloth - Champions of the Four Kingdoms grow. We have some ideas in mind, but it’s still too early to confirm or announce anything. We’ll wait to see your reception of the game first!
What about the comic book you've announced? WIll it be a prequel? Alaloth - The Tempest is a prequel comic book, yes. It will be 3 Trade Paperback in the US and will be available in bookstores/comic shops worldwide soon. We’ve just finished working on it, so physical copies are actually in production. P.S. It's amazing.
BONUS: Why is Alberto such a funny guy? He's working on Alaloth. How could anyone not be happy about it all the time ^^? Also, he eats a lot of pasta. SECOND ALSO: Because he is actually drinking his 5th glass of prosecco.
You can catch up with all the questions and answers from the AMA here (make sure to swear your allegiance to one of The Four Kingdoms first!). The discussion continues on Discord as we’re there for you every day to chat, hang out, and share a virtual glass of prosecco.
Learn more about the world of Alaloth
Check out a new piece of art in the Steam Artwork section every Monday*: https://steamcommunity.com/app/919360/images/
Every Wednesday* on Steam, you can discover new Lore Updates which introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you a full picture of the work we’ve done to bring this epic world to life. Read the latest issue: https://steamcommunity.com/games/919360/announcements/detail/3062978883683506393
Every other Friday* we share Development Updates which give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use, as well as reveal other game-related content. Check it out: https://steamcommunity.com/games/919360/announcements/detail/2961646623389887320
*Based on external and internal factors, the frequency may change.
Dragons are competitive creatures. It is because of this that the four dragons remaining on the continent each claimed a kingdom for themselves. Having branched out and settled in their own kingdoms, the dragons are able to hold dominion over all the lives in a territory untouched by the other dragons. They use their environments almost to exhaustion, corrupting the land against its inhabitants.
Last week we spoke of the Dragons of Black and Gold. They were introduced as the dragons of the realm of humans and the realm of dwarves. The remaining two dragons that we’ll discuss today sought other prey...
Viainne
Hidden in the dense forests of Larastir, the green swift tailed dragon, Viainne, bides her time, hunting in silence as to not attract the attention of the elves. She is a prideful and vengeful dragon, but patient in her need to exact revenge on those who wronged the dragons so many years ago. She sees herself as superior to the other dragons and often does what she can to undermine them in her goal to reign supreme. The cave which she dwells contains a scent that enthralls mortals as they approach, allowing Viainne to enslave them, consume them, or slay them as she wills. Being the fastest of the dragons, she is one of the most dangerous opponents on the continent.
Pyre
Heat like the abyss, hell on earth...that is what the red dragon, Pyre, brings to all orcs as he ravages the lands of Baga. Pyre cares nothing for the traditions of old, he doesn’t hold grudges or fear anything, he just feels the need to burn everything in sight until the world is consumed by fire. He arbitrarily switches between two extreme personalities, one brooding upon the ashes of a dead fire and the other like a great inferno of hatred that he unleashes upon the land. Pyre is the lord of everlasting fire, and those who try to venture into his obsidian cave will find it very difficult to avoid his devastating flames much less kill him.
Discover New Content Every Week
If you missed any Lore Update post, explore them here: https://steamcommunity.com/games/919360/announcements/detail/3062978248987410802 https://steamcommunity.com/games/919360/announcements/detail/2948134480314900440 https://steamcommunity.com/games/919360/announcements/detail/2948134480286416728
We hope you enjoyed this foray into the rich world of Alaloth. Which dragon did you find the most interesting? Share your thoughts with us on Steam and Discord.
Lore updates will be posted on Steam every Wednesday* and will introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. A brand new piece of art will be available every Monday* as well!
Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.
*Based on external and internal factors, the frequency may change.
Champions! Today is worldwide Wikipedia day. It’s a great opportunity to celebrate people’s contributions to open and free knowledge sources.
We’re excited to announce that we have partnered with Fextralife to bring you The Official Alaloth Wiki. It will grow with time, as we unveil more and more Lore Updates, but you can already read the available articles and submit your own (based on materials we’ve shared in the past).
Fextralife is a video game news resource and gaming hub fueled by a team of dedicated gamers with a focus on the RPG genre as well as innovative games. We are here to share detailed game mechanics and information via our Video Game Wiki Hub, and news, previews, reviews, articles, and guides from our contributors on our blog as well as lively discussions and debates on our forums.
Learn more about the world of Alaloth
Check out a new piece of art in the Steam Artwork section every Monday: https://steamcommunity.com/app/919360/images/
Every Wednesday on Steam, you can discover new Lore Updates which introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you a full picture of the work we’ve done to bring this epic world to life. Read the latest issue: https://steamcommunity.com/games/919360/announcements/detail/3062978248987410802
Every other Friday we share Development Updates which give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use, as well as reveal other game-related content. Check it out: https://steamcommunity.com/games/919360/announcements/detail/4811498361139642910