Hey folks! Apologies for the brief delay, it seems half the world encountered sick days and technical difficulties for some totally unknown reason, all at the same time, right as Fallout 4 came out. Weird.
Shown to the right is Griggle, one of my longest-running characters (some people who’ve followed my art for a while will know him already). He’s coming into the Carnal Souls cast in full force (hue), and you’ll have lots of interaction options with him. We’re really going to try to keep the cast of NPC’s balanced, so expect males, females, herms, and everything in between in mostly equal measure.
Today’s post will likely be the last Feature Feature, as we’re gearing up to launch the Indiegogo very soon! If you’re interested in Carnal Souls becoming a reality, show your support, and if you can’t, just help spread the word. <3 Today we’re going to talk about dungeons and what we want them to bring to the game.
Carnal Souls’ world map and interior maps (like dungeons) will be divided into hexes. If you’ve ever played Civilization V or and 4X games, you’ll likely be familiar with the system. To begin with, we were going to go with a node-based system, drawing lines and dots on a map that you could travel along. This to me felt too restrictive, and not really allowing the spirit of aimless exploration you get in open world games.
Dividing the maps into hexes means we give the player 360 degrees of movement (albiet split into 60 degree chunks), which is a little more freeing than lines and nodes, and more allows for more freeform terrain than simple north/south/east/west squares.
Different terrains will have different risks and benefits. Marshes will take more time and effort to wade through for example, while roads will allow for quicker and easier travel.
This means we can make caves and ruins and things more varied and challenging to explore, uncovering the map as you progress. It also means that we can place enemies in dungeons and in the world that may roam, giving you the chance to engage or avoid them by going around, as well as having dangerous areas that may trigger random battles Final Fantasy/Pokemon style.
Our hope is to eventually have a world teeming with explorable locations, filled with enemies, minibosses, puzzles, and loot.
Gonna tap that
On top of this comes the announcement that we DO plan to make a mobile version of the game. This will mean a lot of extra work to ensure compatibility, so it may not come at release, but we fully intend to make it as accessible as possible.
For instance, the minimap has six buttons you can click to move your character around the world. You’ll also be able to use the keys on a numpad, but the minimap will also be divided into button hotspots, allowing for easy tapping on a touch screen (or clicking too, if you want).
That’s it for now! Watch this space for the Indiegogo launch and, if we’re successful, updates on development as we progress towards release!