Update log
Full Forsaken Realms: Vahrin's Call update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Greetings mercs and welcome back to another progress report on our upcoming story-driven RPG, Vahrin's Call.
Extracted changes
- Gameplay
April has kept the Titan Roc Team on their toes, with constant changes and improvements making their way into the game, to be refined further with meticulous QA testing. With the upcoming months promising to be even busier, there are a myriad of tasks that will require the team's full attention and focus, but we're prepared for it!
Before we get started on what the team has been working on throughout April, I would like to briefly direct all of your attention to the Forsaken Realms Socials.
Why? Well we have some pretty exciting news to share throughout May that I'm sure you guys wouldn't want to miss. Follow us on any of our socials to stay up to date with us, and definitely keep an eye out for next month's Progress Report, here on Steam. June 1st is just around the corner!
With that being said, let's dive into the world of Leyda, to see how things have developed lately!
Aeternyte Mine Revamp
In last month's dev update, we mentioned we were re-working the environment art and lighting of an early-game level, but weren't quite ready to show off anything just yet.
Well, I can now reveal that we were referring to the very first dungeon you'll explore on your adventure, the Falry Aeternyte Mine.
Over the course of many playtesting sessions, each with new people diving into the game, this was the area that players seemed to collectively have trouble with.
The trouble stemmed from the fact that much of this dungeon looked a little too...samey. Dark mine shafts and crumbling rocks encompassed the entirety of the area, making it very easy for players to get turned around or otherwise completely lost.
Although there is a main path to take, it was clear that we needed to make some changes to prevent players from getting so disoriented.
Introducing, the solution:
As you can see from the above image, we took the time to transform the main chamber into a quarry.
Opening up this part of the level has helped to differentiate it massively from other areas in the mine, making it significantly easier for you to get your bearings while exploring. The lighting, varied rocks, added greenery and much more all help this section to serve as the set piece it was intended to be.
We have also reduced the amount of rocks and pillars in some places. This has further opened up the area to increase your line of sight, once again helping you to navigate your surroundings.
The dark and dusty tunnels are still a big part of this dungeon though, and you'll need to put your lantern to good use if you want to make it out of these depths in one piece! You can think of this new quarry as a centre piece, with mineshafts connecting to it and branching off in all directions.
With another playtest scheduled for later this month, we're excited to see how new players respond to the changes we've made here.
Clothing Updates
This is another task that was on our minds for quite some time.
The underwear that we were previously using for our characters was rather dated, and simply didn't live up to the quality of the assets that we now use in the game. As such, we took some time and developed a couple of new sets, that are now fully modelled, skinned and hooked up
Source
