17 May, 2017

Staus update on the website and game!

Hello everyone! Back after a successful small business endeavor: it was a bit rough, but I managed to get through the first part of it and actually got more done than I anticipated!. I got some minor business to attend to from now till the end of June, but so far so good! Life is back on track in full!

Yes, I know it's a Wednesday, but I'll also be posting this Friday some more information!

So, some things before I get into some Alteratio business:
  • I'm actually working on a 3D webcomic for a game over at tfgamessite.com The owner is a very good friend of mine and has one of the highest rated, almost complete games on there and I'm trying to promote a game we'll be working on together in the near future while helping them out a bit financially by letting the comic be something their Patreon people can opt into before it becomes free to the public. I'll perhaps slip in some promotional art for Alteratio as well, and perhaps if I do well enough and you all like it, I'll do a webcomic for this as well. That's a bit into the future though~
  • In total, I am working on a Superhero Multiplayer Browser Game (Unity), a Post-Apocalyptic game in the vain of CoC mixed with Fallout with the help of another person, a game by said person I'm working with with a new coat of paint into a management adventure survival (maybe a bit like flexible survival?), a Multiplayer TF Card Game (My second favorite project), and Alteratio itself.

    Suffice to say, I got a lot going on, but I'm working on all of them at a fantastic rate for planning and making things work out with a lot of lore and content ready to roll apart from the coding. The other good thing is that all most of the games actually will be ripping off of Alteratio on the coding side of things, so don't think that Alteratio will be delayed in some way because of this!
Anyway, on to Alteratio!

Some minor changes since I realized a few things:

  • Alteratio can be done in 2D on Unity but still have the same effects I intended for 3D (this change simply makes me have to worry about one less dimension, which is one less thing to code!)
  • Thus far, looking at the pools, everyone wants to see a lot of the stats, yet last time I had stats on display (all 9 of them and omg lots of skills) I got the feedback of too MUCH. I'll see if I can balance it around this time, as I describe them below.

Now, I'm still working on the site (as it's obvious), and I have a lot of it done already, but I want to do it all at once, no in small chunks. I do plan to have a 'About Alteratio' section that will branch out into both lore and mechanic sections, both with short summaries before clicking to the appropriate zone. I also do intend to have another comment zone because I really liked it, even if we were all over the place there - I think I'll make specific comment zones this time, one for general things, one for mechanical things, one for lore. Finally, another FAQ place, and we'll redo the questions for everyone to participate once again. I'll probably do it another way, though that's yet to be determined at the moment.

In the meantime, thank you everyone for participating in the polls! Just seeing how much traffic I still have going through here as well as asking some legitimate questions. Feel like you are the privileged few!



As for mechanics, I actually don't know if I'll have 20+ stats (the numbers in the poll were just a hyperbole). As it stands, I have...
  • 10 stats (Personality traits), located on 5 bars (opposite of each other)
    (Example:  Raw-----------Refined).
    I realize that the time of game Alteratio is, a game of consequences, isn't ideally run by how strong your character is or by how quick your reflexes are (even if they contribute to that, they aren't the primary thing), but by the decisions you make and how you think & want the story to play out. These stats affect your actual stats (being aggressive tends to make you a bit more 'brutal' and strong-headed, making you a better combatant in some ways while hard to manipulate your mind) to some degree, but most of your actual 'stats' are now called skills!
  • Skills, I tend to have QUITE a few (currently at 27), but most of them won't be on display. These will work as I discussed last time - the more you do them, the better they get. I am intending on having a skill for everything, and I mean everything, because of how the 'stats' work for personality. While your stats influence why you do something, your skills will influence how well you do it.
  • This system is more of a 'storyteller' system, where the stats are your personality - how you act, react, why you do what you do. Think of it as a persistent Personality Quiz that takes into account all of your actions. The goal is immersion, to be the character you made, so to help get you in that mindset you'll only be offered choices that pertain to your personality. Don't think it sounds limiting though! Here's an example:

    You are Balenthrow, Mighty Dwarf Warrior of the northern kingdoms. You're as stubborn as they come, and love the thrill of battle, always willing to provoke a fight. When you encounter a friendly goblin who doesn't know any better, you have the options to antagonize it, fight it, walk away since it's not worth your time, or send it on it's way to tell everyone that you've come to fight them all! What, were you expecting to sex the damn thing?!

    With every Decision and Transformation however, your personalities shift as well as the mentality of your character... arousal, for example, can make anyone not think in their right mind, not to mention that suddenly having three sets of breasts on our now fair Balenthrow would put some small amount of shame among other things in him!

    Most things are temporary, these shifts in personalities, but overtime they slowly start defining who you are. If you start to play passive and try to avoid fights, you'll begin to have access to more options that pertain to this playstyle. Constantly being aroused or in shame... you get the idea.

    Again, all of this is in mind for a Long Term game. When you sit down and play Alteratio, it should be a Skyrim or Fallout experience, randomized with new people, events, locations, transformations, decisions, equipment... you can have similar play-throughs, but not the same one unless you try very hard for it, and even then you'd have to contend with the large RNG to do it.

That's it for now, a little bit of insight as to the new direction of Alteratio. I'll get more into classes later, as well as combat next time!

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