This means we get to explore what Lovecraftian horrors lie hidden beneath the eternal ice of the high north: “Mountains of Madness” style!
It also means that it’s time for another stretch goal!
105.000 NOK: The “Captain” Class
SKALD: Against the Black Priory is intended to ship with five “canonical” classes (more on that soon – I promise). If we reach 105.000 NOK I will design a sixth class: “The Captain”. The Captain is a combat based class with strong leadership skills and expert maritime and navigational skills.
This should make for some interesting combat gameplay as the Captain combines his excellent swordsmanship with his keen tactical sense, allowing him to inspire and coordinate the rest of the party.
As a game with a strong maritime component, the Captain should also add plenty of opportunity for adventuring as you explore the game world by sea: Trading, smugling and daring the dangers that inhabit the black depths of the ocean. The game will also include a recruitable NPC with the Captain class. Have an amazing weekend!
SKALD: Against the Black Priory is coming to Mac! Spread the word to the Mac-based CRPG community and have them check out the Kickstarter!
Due to the game engine SKALD is built in I always intended for this, BUT I simply didn’t have time to do my technical due diligence before launching. Now I have, and SKALD is going to be coming to Mac!
This means that all backers will get a choice in the backer survey, choosing between a Windows and a Mac build.
There is one caveat: The ALPHA demo and BETA version will only be available on Windows for now.
The adventure extends beyond the isle of Idra, into the icy hellscape that is the northern polar regions. Its hostile climate, cyclopean ruins and eldritch horrors will test your mettle as you sail into the eternal night of the high north!
The high north will significantly extend the game’s overworld size and will add hours of gameplay intended for higher level characters. I love to dip into source-material like HP Lovecraft’s “At the Mountains of Madness”, John Carpenter’s “The Thing”, or the brilliant TV-drama “The Terror“. The motif of polar expeditions finding impossibly old things in the ice and going mad has always appealed to me (must be a Norwegian thing).I really want to make this so let’s make sure we reach that 90.000 NOK stretch-goal!
Even with SKALD launching on Kickstarter June 3rd, the game is far from finished. However, it has always been important to me that I have a playable ALPHA build to serve as a demo by the time the Kickstarter finishes.
This is both to serve as a proof-of-concept and also to dip my toes into getting tester feedback.
Even though crunching to finish the demo is a lot of work it’s still a ton of fun. One of the main reasons is my amazing group of freelancers!
These guys have truly gone above and beyond for the SKALD project and it’s time to give them a shout-out!
MementoMoree has been creating art since his late teenage years. Proficient in most types of art, from pencil & paper to highly detailed 4k textures, he’s found solace and pleasure in the retro pixel art!
Marco Pedrana is a digital and traditional artist (illustration, storyboards, comic art, paintings, installations, pixel art), focusing on narrative art, regardless the media or the scope. He works in advertising and game design (Aeon of Sands: story, texts, graphics, audio, VCS testing). He loves D&D, his cat Agony, Spring, and the sounds coming from the meadow outside his window.
Edwin Montgomery is a composer and sound designer for games, films and performance. A long-time RPG obsessive, he wrote the soundtrack for inXile’s remastered release of “Wasteland” and is currently working on the 30th Anniversary version. He has created music and sounds for a variety of fantasy game worlds, including Warhammer 40,000, Game of Thrones and Neverwinter. Edwin did the sound design for the SKALD demo.
Please take the time to follow these guys on Twitter and be sure to check out their other projects and portfolios! Also be sure to support SKALD on Kickstarter so I can keep paying them to do awesome work!
The Kickstarter goes live on June 3rd and crunch is upon me! One of the coolest aspects of running a Kickstarter campaign is designing awesome rewards for passionate fans!
SKALD: Against the Black Priory will feature a range of rewards from the game itself, the sound-track, a printed hand-drawn map, manuals and perhaps even a collectible big-box edition!
The Anatomy of Rewards
My strategy for the Kickstarter is simple: Run a low risk – low rewards campaign with a low target number and an emphasis on digital rewards. There’s a couple of good reasons for this:
First of all, my primary motivation for running a Kickstarter is to put SKALD: Against the Black Priory in your hands as soon as possible whilst making it the best game it can be. For a one-man team, even whilst working with freelancers, this means prioritizing coding, writing and designing the game itself.
Second, I’m based in Norway. Most of my backers are not. Neither are most of the production facilities for physical rewards. Shipping costs and logistics add up.
One of the (many) advantages of Kickstarting a video-game is that the final product tends to be digital! This allows for easy distribution which in turn cuts down on logistics, cost and risk! I like this.
Shown above are three of the lower reward tiers (1 Dollar = 8.7 NOK). Up to 300 NOK (approx. $35) the rewards are all digital and include the game itself, a demo (due in July 2019), access to the BETA version, sound track and digital copies of the manual, campaign guide and map.
The manual and campaign guide will outline the SKALD system as well as describing Idra and it’s surroundings and the most prominent characters, items and monsters. All in a classic old-school RPG style!
Whilst serving as a hint book for SKALD: Against the Black Priory, the campaign guide will also contain enough information to allow you to drop the setting into a tabletop RPG and create your own adventures in the SKALD universe!
As for the map, it will be hand-drawn and colored and available either as a digital file, a paper print or an exclusive cloth map depending on the reward tier.
There’s no doubt about it: Backers LOVE feelies! The printed manuals, cloth maps and trinkets that came in gorgeous boxes are a big part of the experience for a lot of players!
At higher reward tiers (Approx. $55 and up) the Kickstarter will feature printed versions of the manual, campaign guide and map (paper and cloth prints). If all goes according to plan, I’ll even throw in an exclusive collectible “big-box” edition with extra feelies for hard-core backers.
That’s it for now (it’s back to work for me). Be sure to subscribe to this blog and follow on Twitter to stay posted!
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.
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:
It’s incredibly fun and rewarding to work with people that go the extra mile to help realize your vision.
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!
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!
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)
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.
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 🙂