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Avarik Saga Dev Diary #4

Avarik Saga Dev Diary #4

The fourth edition of Avarik Saga updates. Read below for our full game development insights on what we’ve worked on and will provide.

An update on Avarik Saga. A look at our development and art team progress. We will post monthly for you to follow along with the development of Avarik Saga, so make sure you subscribe!

Welcome to the latest exciting episode of Avarik Saga's monthly development diaries. As we journey towards creating a thrilling full-game experience, we're eager to share with you key updates in two essential development spheres: Game Design and Art Development.

TLDR: For those who are in a hurry 🐇

  1. Prototype Overview: We presented an in-depth look at one of our game prototypes. The prototype demonstrates engaging gameplay mechanics such as unique retaliation and special attacks, interactive spell casting, and a strategic fate-based system. This first showcase of our full game development reflects the tactical depth and character-focused strategy we aim to achieve in Avarik Saga.

  2. Art Update: We shared a glimpse into the early stages of our art development process. From initial sketches, our art team is nurturing an array of diverse characters, enriching the world of Avarik Saga with a fresh, captivating visual style.

In March and April, we saw a transformation of our art style, a refreshing overhaul of our landing page, white paper updates, and a delightful expansion of our dedicated team. In May, we primarily focused on crafting the prototype build for the full game. We adopted a dynamic approach—building quickly, discarding ideas that didn't work, and eventually zeroing in on two promising prototypes. Each prototype provides unique gameplay and a compelling, unique selling point, creating an enthralling experience for our players.

Our game development is guided by three major pillars—bite-sized gameplay, an intriguing collection of Fates (our version of characters), and a player-powered economy. These pillars informed our build-and-discard sessions, allowing us to identify the prototype that best integrated these elements. Today, I’m delighted to unveil one of the exciting prototype builds we’ve been laboring over.

But before we dive right in, we want to express our sincere gratitude to the dedicated members of our community who participated in playtesting this prototype. Your invaluable feedback and insights have been instrumental in shaping and refining the gameplay experience. For those eagerly awaiting the opportunity to try out the prototype for themselves, we are happy to arrange a playtest session, so feel free to contact us through our Discord. Your feedback on this playable prototype will be invaluable in shaping the future direction of our game. Now let’s jump right in!

Prototype Tactics

Please note that as we continue our quest to craft the most engaging gaming experience, aspects of our game design and mechanics, including those outlined and showcased in this diary, are still being honed and may change.

The first prototype we developed draws inspiration from traditional tactics RPG-based PVP games, such as the Fire Emblem Series, Duelyst, Master of Knights, and Final Fantasy Tactics. We aimed to deliver core gaming experiences—strategic thinking, tactical positioning, and a fresh, exhilarating experience every time players engage. Let's journey into the heart of the game mechanics.

Initial Prototype Tactics Game Play Illustration #1

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Game Start:

Our prototype comprises several engaging battle phases. These phases span from preparation to victory. The last Fate standing claims victory, making the gameplay a thrilling race to outlast your opponent's Fates. Players assemble a team of three Fates, each armed with a unique set of spells, shuffled into one spell deck for the battle. As the game commences, both players simultaneously select their Fates until they each have three on the map, signaling the start of the battle phase. The suspense is high as players cannot see their opponent's placement before the first battle phase. The game offsets the advantage of making the first move by allowing the second player to draw three spells at the start, compared to two for the first player.

Turn Definition:

A turn for each round is a player's opportunity to initiate a series of actions for their Fates. Each round consists of two turns—one for each player. During each turn, a player can perform four main actions:

  • Move: A Fate can be maneuvered across the map.

  • Attack: A Fate can launch an attack on an opponent's Fate.

  • Cast a Spell: Players can cast spells from their spell inventory.

  • End Turn: Players can choose to pass the play to their opponent.

Turn Scenario #1
Turn Scenario #2

Movement:

Fates receive two action points per turn, allowing them to move in any direction within a one-tile range. Special effects can increase a Fate's action points, enhancing its movement capacity. Action points can be used individually or combined for extended moves. A Fate consumes 1 Action Point per tile moved.

Attack:

Each Fate can attack once per turn. Launching an attack consumes all remaining action points and exhausts the Fate until the player's next turn. If a Fate is paralyzed by a spell, it cannot attack unless the effect is removed.

Attack Direction Scenario #1

Special Attack:

When a Fate strikes in the direction specified by its Special Attack Direction, it unleashes an amplified attack.

Special Attack #1: This Fate has a Special Attack Line pointing to the right. Whenever the Fate attacks (or retaliates) in that direction, it gets a special bonus on that attack.

Retaliation:

Each Fate in our game has the ability to retaliate when attacked. Retaliation attacks mirror the properties of normal attacks, including any special attack rules. If a Fate with a splash attack is attacked, it retaliates with a splash attack, creating a counterbalance in the gameplay.

Retaliation Scenario #1

However, the Retaliation Attack only occurs if the retaliating Fate can actually reach the attacker. For instance, if a ranged Fate attacks a melee Fate from a distance, the melee Fate cannot retaliate due to its range limitation. Also, when a Fate is attacked that affects multiple targets, only the primary target has the chance to retaliate. This aspect of gameplay increases the depth of strategic planning, as players must carefully consider the positioning and range of their Fates.

Retaliation Scenario #2

Spell Casting:

Spells are game-changers, allowing players to deal damage, buff, or debuff. The spells a player has depended on the chosen Fates. Players draw spells from their Fate's deck each turn, adding to the suspense as opponents can't see their spell inventory. Players can cast any number of spells per turn, regardless of their action points, adding another level of strategy to gameplay.

Drawing Spells:

Players draw one spell from their deck at the end of their turn, with a maximum spell inventory of four. If a player should draw a spell but already has a full inventory, the draw is forfeited.

Replacing Spells:

During their turn, players have the option to 'Replace' one of their spells with a new one from their deck. This adds a layer of strategy as players try to optimize their chances of winning.

Game End:

The game concludes when a player loses all their Fates. The player with any surviving Fates is declared the winner.

Overtime:

To ensure active engagement and control the length of the game, overtime rounds occur in rounds 5, 7, 9, and 10. Lava erupts in the arena's outer area during overtime, reducing a Fate's HP by 1 at the start and end of the turn.


Looking Back

We want to emphasize that the prototype discussed in this diary is just one of the exciting paths we are exploring in the development of Avarik Saga. While we have provided in-depth details about this particular prototype, it is essential to note that our development process involves thorough exploration and experimentation with various ideas.

Prototyping is a vital stage where we dive deep into different gameplay mechanics, test concepts, and gather feedback to shape the final direction of the game. The showcased prototype, although rich in detail, is still a work in progress and subject to changes as we refine and iterate based on player feedback and internal evaluations.

At Avarik Saga, we believe in the power of thorough prototype development sessions. This process allows us to explore a wide range of possibilities, refine mechanics, and deliver the best possible gaming experience. We want to assure our community that we are committed to continuous improvement and will share updates on the progress and evolution of our prototypes in the future.

Thank you for your understanding and continued support as we navigate the exciting and dynamic realm of game development.

Now, let's dive into the captivating world of Art Development...

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Art Update

On the artistic front, we're thrilled to have shared four freshly-designed characters, all crafted in our new art style, via our social media platforms.

The Elementalist Illustration #1
The Samurai Illustration #1
The Dancer Illustration #1
The Paladin Illustration #1

As we continue to breathe life into the world of Avarik Saga, we're expanding our cast of characters to include diverse roles like druids, paladins, archers, and many more. Each concept art piece is carefully curated to bring a unique flavor to our universe and to keep you engrossed in our growing world.

Bear in mind, the concept art is currently in the sketch phase, and the visuals may look raw. This is an intentional part of the creative process, allowing for flexibility and ongoing refinement.

Paladin Concept Art Draft #1
Paladin Concept Art Draft #2
Druid Concept Art Draft #1
Druid Concept Art Draft #2
Archer Concept Art #1

Moreover, in line with the first prototype we showcased, we're diligently rigging these intricate illustrations and transforming them into interactive 3D assets for gameplay. As we shape each model, we're ensuring they're not just aesthetically pleasing, but also functional, contributing to a captivating gaming experience.

Archer 3D Model WireFrame #1
Cleric 3D Model WireFrame #1

Going Forward

As we wrap up this month's developer diary, we'd like to emphasize the remarkable progress that has been unfolding behind the scenes. We've given you a glimpse into the thoughtfully crafted mechanics of one of our game prototypes, which showcases the potential depth and strategy of Avarik Saga's gameplay.

The art department has been equally busy, translating creative ideas into rough sketches of what will eventually become our array of unique characters. These early representations, although preliminary, offer insight into the vibrant diversity we're aiming to incorporate into the game's universe.

Your ongoing support and engagement remain invaluable as we continue on this creative journey. We hope the progress we've shared today leaves you eagerly awaiting what's to come. Rest assured, there's plenty more to reveal in the upcoming months. Until our next update, we hope you share in our anticipation and excitement for the evolving world of Avarik Saga.

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Disclaimer: Please note that all information, concepts, and images shared in this developer diary represent a work-in-progress state of Avarik Saga. As part of the creative and development process, everything described and shown here, from gameplay mechanics to character design, is subject to change and refinement. Our ultimate goal is to provide the best gaming experience possible, and sometimes this means revisiting and adjusting elements as we progress. We appreciate your understanding and patience as we continue on this exciting journey of game development.


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