The Shores of Idra

With the Kickstarter in June fast approaching it’s time for another update! As always I wish I had more time to spend on this devlog. Time however, is currently my most precious asset on this project. What time I have is still being put into actual development and I think that’s a good idea.

The animation-system really makes the world pop!

So far everything is on track for Kickstarter in June. There is still a lot of work to be done to get the campaign ready but work is progressing at a steady pace.

During Easter-crunch I spent a lot of time repaying technical debt as I plugged memory leaks and optimized the draw pipeline. The payoff is that the game now consistently runs at 60 FPS+ and has a much smaller memory footprint with no leakage. Oh, and I also added animation for characters and the environment!

Another big reason I keep making steady progress is that I’ve had the opportunity to work with some more amazing freelance artists for music and some of the graphics. The result is some pretty cool assets I can’t wait to feature in the game:

The theme for the demo by @surt_r

It’s incredibly fun and rewarding to work with people that go the extra mile to help realize your vision.

“Your debt is due” A trio of bandits by @MementoMoree

Finally I really want to shout out the “Nox Archaist” project by 6502 Workshop. This little gem of an indie-game is currently on Kickstarter where it has had amazing success so far! As a modern 8-bit game for the Apple 2, this game is a love-letter to all the games that inspired SKALD!

I can’t wait to sink my teeth into this!

The project looks really solid with a large chunk of the game being complete already. More importantly, Mark and the other members of 6502 Workshop seem like great people who deserves all the support the retro-gaming family has to offer.

I support and endorse “Nox Archaist” 100% and so should you!


That’s it for now! Be sure to follow this blog and look me up at twitter if you want to keep posted!

See you on Kickstarter in June!

Let slip the dogs of war

Beware, beware the horrid sleep,
That bring you dreams of ebb and flow,
The churning seas and dreadful deep,
And waves that lay the mountains low
.

But fear the mother most of all!
Awake before you hear her bell!
A thousand young will hear her call,
And that was how the giants fell.

(Children’s rhyme from Idra)


A splash screen by Marco Pedrana (Aeon of Sands)

Easter is fast approaching. For me this means 10 days of crunching to make “SKALD: Against the Black Priory” ready for Kickstarter! First and foremost this time will be spent preparing a short, playable “proof-of-concept” demo.

In general, I would say spending time making a demo is not a good use of resources. However, at the time there appears to be a slight crisis of confidence towards Kickstarting projects and a demo might go some way towards showing backers that SKALD is legit.

SKALD is a passion project and I love working on it. For me, publishing a less that awesome product is out of the question. At the same time, NOT publishing is also not an option! This means that I need to be highly disciplined in avoiding feature- and scope creep. Both in the game itself and in the Kickstarter campaign.

The latest iteration of the GUI. With a slight “retro” filter applied.

My primary goal is to have the Kickstarter make me break even with expenses and allow me to commission a handful of freelancers for a couple of tasks (music comes to mind).

A big upside with developing an RPG is that it’s pretty easy to scale the project up if I get more funding than expected: More professional art, more music, larger dungeons, more dialog and so forth.

For rewards I’m tending towards caution. I would love to use feelies for rewards: Maps, booklets, dice – you name it! However this would scale the complexity, and thus the risk, exponentially. SKALD is pretty much a one-man project and any task that takes me away from actually writing code delays the release of the game.

Most likely, the rewards will include access to the demo, the finished game and beta access, as well as in-game rewards (a thank you note, your portrait in the game etc). I’m currently setting up a discord server for backers.

SKALD will release for windows on Steam first. Other platforms will follow in short order.


SKALD lives and dies by the love and support of it’s fans! If you want to help out the two most important things you can do are to subscribe to this blog and follow SKALD on twitter! Don’t be afraid to reach out for questions or comments – I love talking about my project 🙂

Have a great day!

SKALD: Against the Black Priory

You awaken to the sound of seagulls. Their crying reminds you of your childhood. Have you gone to your ancestors?

The last thing you remember is chaos and the sea swallowing your vessel. Freezing water and then darkness. How could you possibly have survived?

Legs shaking, you stand up and survey the shores upon which you have landed. There is no mistaking it: Idra. By some miracle, the Emperor has delivered you to this cold, forsaken island. Now, you must find the strength to do his work!

A sickness has taken hold here: Carroleth. Carroleth the heretic! Master of the Black Priory. That foul order of enlightened men, which has strayed so far from orthodoxy. It is to them that you must deliver the Emperors justice – by steel and by fire!

You shudder in the cold breeze.

It feels as though the very land sets itself against you. You will find few allies on Idra and even less hope. Pray your sanity holds…


Hi everbody! It’s time for another update on the SKALD engine and the upcoming title: “Against the Black Priory” (AtBP)!

AtBP sees you in the role of an imperial agent dispatched to the island of Idra to uproot a mystical religious order, turned apocalyptic cult. The expedition is off to a disastrous start however, and surviving Idra will take all your wits and skill.

For AtBP I have chosen to go with a strong retro look and feel. The game draws heavily on inspiration from classic “Golden Age” RPGs like the early Ultima games, the Gold Box Series and the Magic Candle series. In other words: Games we love!  

The game will (hopefully) feature a good mix of each of the four basic RPG pillars:

  1. Explore the enviroments and plot – overland, underground and on the high seas!
  2. Interact via dialogue and “choose-your-own-adventure” style sequences
  3. Fight using a menu-based, fast-paced, tactical combat system.
  4. Develop your party of up to 6 characters.

Visually, I have chosen to work with 16 colors on AtBP. To get the proper retro-feel, I went with the classic C64 color palette:

The basic tile size is 16 x 16 and, for the desktop version, the game runs at 640 x 480 resolution. Note that the SKALD engine is built in Unity3D and is flexible enough to handle any number of graphical settings. However, working within some self-imposed constraints has really helped focus the design of AtBP.

Thematically, the SKALD universe is dark, grounded and unforgiving and I really want AtBP to dip its toes into the cold and dark waters of eldritch horror. I try to stay clear of binary good/bad characters and enjoy writing difficult choices that have real (often painful) consequences.

The Current State

At the time of writing, the SKALD game-engine (and thus AtBP) is 90% feature-complete. There are a couple of important systems that still need implementing as well as a bunch a smaller “nice-to-have” systems I would like to have down the line (but that can wait for now).

The big task ahead however, is adding content. This means designing, writing and drawing stuff. The flexibility of the SKALD engine and its tools makes adding new content a breeze. However, actually creating stuff will take time nonetheless. Fortunately, this is also a lot of fun and it will allow me to start engaging more and more with the community as the focus shifts more from the technical development to actually crafting a roleplaying experience.

The SKALD engine can publish to any platform that Unity supports. AtBP will release first on Steam. Mobile will follow.

The Road Ahead

It’s no secret that SKALD and AtBP is a one-man project that, whilst immensely enjoyable, is taking up a lot of my spare time. Now there are also expenses on the horizon in the form of software licenses, new hardware and, potentially, freelance content-creators (for some of the art and music). This means that I need to find funding somewhere.

After a lot of consideration, it’s starting to look like Kickstarter might be a good way to getting some funding whilst building a stronger community around the game. If everything goes according to plan, May 2019 might be a good time for a Kickstarter campaing (but more on that down the line).


For now, if you want to support SKALD: “Against the Black Priory” the two most important things you can do are to subscribe to our newsletter and follow us on twitter! Don’t be afraid to reach out for questions or comments!

Have a great day!

A Long Overdue Update

It’s been some time since my last update, but have no fear: The SKALD project is doing great!  I’ve just had to prioritized using what spare time I have writing code and doing game-design.

Old School Roots

I grew up knowing and loving games like the Ultima, Bard’s Tale, Gold-Box and Magic Candle series. The more I worked on the SKALD engine, the more I realized that I wanted to use it to make an old school retro RPG.

The SKALD engine now features:

  • Overland exploration
  • Tactical menu-based combat
  • A full party of characters
  • Deep class-based character creation and progression
  • Tons of items to find, buy and sell
  • Magic
  • A solid branching dialog system

SKALD is about telling stories!

In other words, SKALD is now very well suited for making old school RPGs. This leads me to my announcement:

SKALD: Against the Black Priory

“Against the Black Priory” is the first game under development using the SKALD engine. It features 8-bit graphics and the glorious 16 color Commodore 64 palette.

Keep posted for more info on “Against the Black Priory”.

Support SKALD today!

If you love old school RPGs SKALD needs your support now!

All you have to do is subscribe to our newsletter and follow us on twitter!

Done! That’s it (for now)!

Design Goals for the SKALD Engine

The SKALD Roleplaying System consists of three components:

  • A set of RPG rules usable for pen-and-paper as well computer RPGs.
  • A game engine for making gamebooks, interactive fiction and text-heavy roleplaying games.
  • The games published using the SKALD engine.

The current focus of the project is to finish the game engine. This post will attempt to summarize the design goals for the engine. For more information about the project in general, see the welcome post.

NOTE: I’m writing this post as much for myself as anyone else. As such, this post will be highly prone to edits as i update and change the design goals.

SKALD is a Storytelling Tool

First and foremost, I want to create something that will allow me to tell stories. I was a pen-and-paper RPG game master for years but as I grew older, holding together a gaming group became near impossible. I began to miss the creative outlet that GMing represented. This was been a big driving force in deciding to develop a game engine for text based roleplaying games and gamebooks.

Specifically, I chose text-heavy games because I feel comfortable with using text as a narrative device. Text is easy to add (if you don’t consider the hardships of writing prose) and very flexible. Flexibility was another important point as it gives me the option of choosing between an infinite variety of settings: From sci-fi and fantasy to historical and educational. This was an important rational for beginning this project by creating a setting-agnostic game engine.

SKALD is a roleplaying game

In addition to creating a system for writing choose-your-own-adventure style gamebooks I also want SKALD to be rooted in a proper RPG system. At a minimum the SKALD game engine must allow for the following game mechanics:

  • a character creation and advancement system complete with skills and feats
  • skill checks
  • tactical combat (in one way or another)
  • looting, buying and selling items
  • magic and / or psionics

An important part of implementing the RPG features is that the system must be modular enough that it should be fully possible to choose away any and all parts of the RPG system at the design level and without changing the source code. In other words: Using the same game engine, it must be possible to make a vanilla gamebook with no features beyond one paragraph leading to the next, as well as gamebooks with full RPG game mechanics.

SKALD has rogue-like features

In addition to the rpg game-mechanics it’s also important for me that the SKALD game engine allows for certain rogue-like features. In particular I want to have the ability to add procedurally generated content to the game. This, combined with an underlying RPG system will make it possible to essentially write a text based rogue-like. At the same time, just as with the RPG system, it must be fully possible to write a gamebook without using a single rogue-like feature.

Why add rogue-like features? Well, my reasoning thus far is that this will make it a lot easier to add to the runtime of the game. I have a vision of the narrative of the gamebooks being superimposed on relatively open worlds and thus adding a lot more replay value to the game beyond just going through the main plot over and over.

Again: This is an optional feature I’ll add to give myself the full breadth tools to tell the kinds of stories I would like.

Engineered with Sustainability in Mind

Not only is SKALD a labor of love, but it will also serve as a tool I could potentially be relying on for years to come. In the long term, it might even be adopted by other game developers interested in working within the gamebook genre.

As with all code that sees long-term use, there’s a lot to be gained by “measuring twice and cutting once“. In other words I intend to take my time and keep the source code architecturally sound, compact and well documented.

The notion of strictly separating the logic from the data and making all aspects of the game itself modifiable via the data is the prime tenet I’m currently building the engine around.

SKALD as a Brand

Lastly, it would be pretty neat if the SKALD system and the game engine in particular becomes a recognizable brand. It would be awesome to see “Powered by the SKALD engine” and “SKALD Roleplaying System presents:”  on games!

 

That’s it so far. Thanks for reading and be sure to keep following the SKALD devlog! In the meantime, follow Scape-IT and SKALD on Twitter for all things RPG!

Welcome to the SKALD Roleplaying System

Welcome to the devlog of the SKALD Roleplaying System!

What is the SKALD Roleplaying System you ask? Well, it’s essentially three things:

  • A set of RPG rules usable for pen-and-paper as well computer RPGs.
  • A game engine for making gamebooks, interactive fiction and text-heavy roleplaying games.
  • The games published using the SKALD engine.

The system is being developed by Scape-IT and is a passion project born out of a long standing love for all things roleplaying.

So what is a skald?

The skald was a norse warrior poet during the scandinavian viking- and middle ages. Skalds would serve at the courts of viking chieftains where they composed and performed epic poems retelleing the heroic deeds of their patron.

A Skald

In other words, a skald tells epic stories about heroic deeds. Not a bad name for a RPG system if you ask me!

The Current State of the Project

At this stage, the first order of business is to complete the SKALD game engine. Currently the engine is is in pre-alpha but I hope to have a beta of the engine and a playable gamebook ready during the spring of 2018. The SKALD engine is being developed in Unity-3d.

Code sample
Pretty much the state of SKALD at the moment.

This website will serve as the devlog for the SKALD project and I’ll try to post once a week on subjects related to the delopment process of the game engine, the rules system, world building and gamebooks themselves.

Be sure to check back as more content gets added to the devlog. In the meantime, follow Scape-IT and SKALD on Twitter for all things RPG!

Have any questions or comments? Get in touch!

See you around!