Kickstarter is a Success: We did it!

Finishing the Kickstarter with 450 backers and at 262% it’s safe to say that “Skald: Against the Black Priory” is a hit. The campaign has been a lot of fun, but also a lot of work, and I’m looking forward to spending more time working on the game again.

“…And there was much rejoicing!”

The scheduled release for SKALD is June 2020 with physical rewards coming in August 2020. Up to that point there is a lot of work to be done in developing the game and feelies and honestly, I can’t wait!

The Demo

For backers who payed to get access to the alpha-build, that will be made available in July. I’ll still take a few weeks to polish it a bit so be patient! The alpha-build is in no way representative of the finished product. It serves as a short proof-of-concept and a way to start developing some shared language for discussing the project.

In particular, complex features like character development and advancement will be placeholder systems in this demo. 

Discord

We already have a pretty good community on Discord and I would like for it to become much larger!  Join us on Discord today!

We’re having some pretty great discussions regarding SKALD and game development in general. So if you want a say in how this game turns out, Discord is the place!

Late to the Party?

Didn’t get to back the game? Well, first of all, the actual game and digital assets (manual etc), will be available for sale on Steam and a select few other stores.

As for the feelies, we will do a limited run of big-boxes and zip-lock bags. More information on that will follow.

That’s it for now! Thanks again for all your support and be sure to subscribe to this devlog to stay up to date!

AL

Combat and Adventuring

With SKALD: Against the Black Priory entering the final days of a phenomenally successful Kickstarer, it’s time to squeeze in another article discussing game-play features and design.

Last time, we did some exploration into classes and stats. Today, the subject is the application of the classes and stats! In other words: “Combat and Adventuring”!

Design Pillars

Just like in the “Classes and Stats” article, let’s start with some design pillars for combat and adventuring:

Respect the players time: SKALD is developed for a modern audience and this means allowing players to pick up the game, play a short session and still have a fun experience. This includes reducing book-keeping by adding features such as a journal system and auto-mapping, avoiding grindy areas of pointless content padding, making combat fast and having a forgiving save system that allows the player to save anywhere.

Allow the player to make informed choices: The game should be mostly transparent in how the rules work and how the characters class, stats and roleplaying choices interact with the world. If information is kept from the player there should be a good reason to do so.

Provide multiple solutions to quests: Quests should be solvable by non-combat means and players should be able to play non combat-oriented characters.

Choices matter: The world should be interactive and react to players choices.

Adventuring

Adventuring in SKALD takes one of fours forms:

  • Combat (more on that later)
  • Exploring the environment through the tile-based map
  • Dialogue
  • “Choose your own adventure” sequences
Time to go adventuring! From the classic D&D module “Tomb of Horrors”.

You explore the game-world with a party of up to six characters. At the start of the game, you create a single main character and then recruit characters along the way. I’m considering allowing players to create characters at inns as well, to replace the recruitable characters if they wish.

At any given time, a single character leads the party (you can swap any time). It’s the leader’s skills and abilities that are used when interacting with the world so you should take care to have the right leader at any given time.

The SKALD scripting language is quite powerful in allowing me to reference player skills, abilities and previous player choices in the dialogue and the “choose-your-own-adventure” sequences.

Specifically, this gives me a lot of leeway in creating scenes with multiple solutions beyond combat (I’m taking a big leaf from the early Fallout games here). There should be room for all the different classes, and builds, to shine.

In the interest of transparency, I want as few hidden rolls as possible. If, for instance, a dialogue choice gives you the opportunity to use a skill, the game will tell the player so explicitly.

Combat

Combat is a staple of fantasy RPGs and SKALD is no exception. The basic combat draws upon inspiration from classics such as Wasteland 1 and Bard’s Tale, tabletop RPGs and other, more modern games.

As combat begins, the game switches from the tile-map to the tactical map. The tactical map consts of a background with the combatants animated upon it.

Combat is resolved in order of initiative until all the combatants on one side is either dead or somehow incapacitated.

Combatants do not move freely around the battlefield and combat is not tile-based. Instead the combatants occupy either the front, or rear rank of their formation. The player is of course, free to reorder the party formation during combat to move characters between the front and rear rank.

In general a melee weapon (excluding spears and pole-arms) can only attack the adjacent enemy rank, whilst ranged weapons and exceptionally long weapons can attack more distant ranks.

Bard’s Tale inspired combat in SKALD

For each turn, each combatant can perform a single action (in general). This may be either a normal attack, casting a spell or using an ability. I intend for there to be interactions between different spells and abilities that reward clever planning and an attention to detail.

For now I’m hoping to make combat difficult but not unfair. Party-members are very rarely killed outright in combat. Instead they are knocked out and failure only comes if the entire part is somehow incapacitated. Knocked-out party members come around after combat (albeit at reduced total HP). I’m also playing around with having a sanity score in the game and taking a lot of beatings might impact sanity in the long run.

I’ve chosen to go with this decision because I don’t want combat to prompt constant save-scumming. I would rather you survive most combats but have to make decisions of how far into a dungeon you can push your luck and then having to plan how to get back to a safe port with an injured party. I feel it will make for more memorable gameplay in the end.

Finally, combat has an auto-resolve feature that can be used to resolve full rounds of combat allowing players to blow through easier encounters or finishing combats quickly once they have them “locked down”.

That’s it for now!

This is a work in progress and it might look very different a year from now.

As always, I would love to hear from you if you have questions or comments. Feel free to reach out on twitter or get in touch at (contact at skaldrpg dot com)! Most importantly: SKALD is on Kickstarter till July 3rd and we would love to have your support!

Have a great day!

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!