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 🙂
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:
Explore the enviroments and plot – overland, underground and on the high seas!
Interact via dialogue and “choose-your-own-adventure” style sequences
Fight using a menu-based, fast-paced, tactical combat system.
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!
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
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!
From the first line of code I wrote, I have always been fascinated by procedural content generation (PCG) and the near-limitless potential it seems to hold for game development. Like so many other new developers, my first project was (of course) a wildly ambitious rogue-like. Needless to say, it didn’t quite pan out.
However, despite its challenges and limitations, I did keep my fascination for PCG and consider it a wonderful tool when applied correctly. Recently, I have been trying to read up on PCG while working on SKALD and a major gripe for me has been the lack of good literature regarding the subject. No wonder then, that I was very pleased to pick up a copy of Procedural Generation in Game Design.
Procedural Generation in Game Design is a book consisting of 27 chapters (who read like essays) from different industry professionals. The book is edited by Tanya X. Short (creative director of Kitfox Games ) and Tarn Adams (co-creator of Dwarf Fortress) with a preface by Derek Yu (creator of Spelunky) .
On its back cover, the book lists the following four features:
Introduces the differences between static/traditional game design and procedural game design
Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways
Includes industry leaders’ experiences and lessons from award-winning games
World’s finest guide for how to begin thinking about procedural design
The book is divided into four sections: “Procedural Generation”, “Procedural Content”, “Procedural Narrative” and “The Procedural Future”. Each section contains a collection of chapters that, more or less, share a common thread.
The topics covered in the different chapters is quite varied and include (among others): “When and Why to Use Procedural Generation”, several procedural level design case studies, “Ethical Procedural Generation”, puzzle design, “Audio and Composition”, “Story and Plot Generation” and “Algorithms and Approaches”.
Though varying in both length and depth, all the individual chapters are quite good with some even being excellent.
Mentioning a few, Mark R. Johnson’s (creator of Ultima Ratio Regnum) short chapter on meaning in PCG is great. So is Brian Bucklew’s (Freehold Games) chapter on “Algorithms and Approaches” (though I wish it had been longer). The entire section on procedural narrative is excellent as well, with the chapters by Ben Kybartas (Delft University of Technology) and Emily Short (check out her excellent blog) standing out in particular.
My major criticism of this book, however, is that it struggles in creating a coherent presentation and progression of content.
In several cases there seems to be a mismatch between chapter- and section topics. For instance: “Algorithms and Approaches” is oddly placed in the section called “Procedural Futures” even though the subject of the chapter is to give an overview of classical techniques used in PCG. In fact, I find that only the section called “Procedural Narrative” manages to maintain a strong coherency between the topics of its chapters.
As I have mentioned, I also find that the chapters vary somewhat in how deeply they explore their chosen topics. While a few read like abbreviated academic papers, others (the majority) feel more like blog posts. This is not to say that the quality of the content is poor: The chapters are written by highly talented game developers and provide inspiring insights into several well-known PCG-heavy indie game titles.
However, each chapter appears to have been written in isolation with only minimal direction concerning content. I find that the progression of content and relative amount of space given to each subject is also such that the book seems a bit underwhelming despite its 300+ pages. This is perhaps somewhat compounded by each author spending a few paragraphs talking about themselves and their project. Not that this is wrong, but it does dilute the PCG-specific content of the book.
The result is that the book does not live up to its full potential and promise of providing the “World’s finest guide for how to begin thinking about procedural design”. Furthermore I find that this makes it hard to see who the books intended audience is: New developers may find the coverage of subjects incomplete while experienced developers may find it somewhat superficial.
Though the execution is far from perfect, the book (arguably) does mostly deliver on its promised features. And for all my criticisms, I did enjoy reading the individual chapters (or essays if you will). Therefore, I do recommend picking up this book if you’re looking for an interesting collection of individual essays concerning PCG by leading indie game developers. However, if you are looking for a comprehensive guide and introduction to PCG I doubt that this book alone will suffice.
You can pick up Procedural Generation in Game Design at Amazon for $49.77 (320 pages paperback, with grey-scale illustrations).
I was tipped off about this book by the very talented Filip Hráček.
Did you find this book review helpful? If you have any questions or comments, please get in touch. Also, follow Scape-IT and SKALD on Twitter for all things RPG and geeky!
“Your empire is now like a tyranny: It may have been wrong to take it; it is certainly dangerous to let it go“
Pericles
The last couple of weeks I have been doing some world building for the fantasy setting I intend to use for a series of gamebooks (published with the SKALD game engine). Starting with the fundamentals, I have been spending a lot of time thinking about the feel and flavor of the setting. I recently wrote a post concerning magic and world building and I intend to use the outline laid down in that post as a jumping-off point.
To begin with, I want to work with a human-centric, low-magic setting of slightly dark fantasy. That’s not to say I don’t want fantasy elements –Â Â Â Â Â Â I would just prefer to have the fantastic remain fantastic and rare.
Personally, I find that starting by describing the big picture first, provides scaffolding for the rest of the campaign. For this world building project, I’ll start by establishing a center of political power in my world: A large, human empire ruled by wizards.
I’m a huge history buff and, in particular, I am fascinated by Roman history. As historical drama goes, there are few things more dramatic than the rise and fall of empires. I, for one, am partial to the falling. No wonder then, that I use the late Roman empire for inspiration. Furthermore I adore Frank Herbert’s “Dune” so I’ll probably add a dash of that as well.
As a starting point for my setting I envisione: “The Gallian Empire”.
A Waning Giant
Founded millennia ago by the mythical first emperor “Gallian the Great”, the empire subjugated and conquered all who stood before it and, at the peak of its power, it spanned continents. Ruling from the imperial capital of Vaul, Gallian founded the lineage of wizards that rule the empire to this day.
After ruling for just short of 100 years, emperor Gallian simply disappeared. After him, a short line of wizard-emperors followed. Some were good – others cruel, and all had unnaturally long reigns. The Gallian Empire is now under the reign of its seventh and most long-lived emperor to date: Arrion the Gray.
The Gallian magocracy has grown increasingly obsessed with discovering the secrets of immortality and as a result Arrion the Gray has now ruled for nearly five centuries. Longevity, as all magic, comes at a price however: the Emperor and his ruling council of elder wizards (resentfully called “the husk lords”) has become mere shadows of men – caring less and less for the lives of ordinary people.
As a result, for the last two decades the Gallian Empire has been waning. Along its vast borders, once servile neighbors now challenge Imperial dominance. Internally, alienation by the wizard-class and ruthless taxation by decadent nobles, has caused strife and civil unrest to grow among the imperial citizens.
An Empire of Magic
Magic had always existed in the world but it was primitive, volatile and difficult to control. Gallian’s genius was that he shaped magic into a tool of political and martial power and created social structures for the teaching, refinement and control of magic.
The source of Gallian the Great’s understanding of magic has long since become the stuff of legends. It is, however, believed that he gained his knowledge from the studies of arcane texts so ancient that their origin lies in pre-history.
Since its founding days, magic in the empire has been esoteric, mystical and wrapped in secrecy. The reality portrayed to the citizens of the empire has been that of wizards being god-like and omnipotent. The reality however, is far from it: The use of magic comes at a terrible cost to both mind and body and long-term use turn all but the most powerful wizards, into dried-out shells. As a result magic is a far more limited resource then anyone outside the magocracy realizes and much of the wizards political power come from maintaining an outwards appearance of being all-powerful, combined with the martial strength of their fiercely loyal knightly orders.
Furthermore, there has always been a sense that the wizards from the age of Gallian himself have yet to be matched in power. In fact, one of the most fiercely guarded secrets of the magocracy is that the wizard’s powers seem to be slowly, but certainly, fading. Those in the know have speculated as to the cause and suggestions range from astrological phenomenon to the effect of years of moral corruption and decadence.
As the wizard’s powers fade another, equally strange phenomenon is beginning to appear: All over the Empire, the number of children born with so-called “wild magic” has risen sharply. Wild magic typically manifests in the early teens as very limited and volatile, yet often powerful, magic abilities that the user may find hard to control. Fearing their power-monopoly is being shaken, the wizards zealously persecute wild magic user, thus adding to the feeling of fear, oppression and xenophobia that has begun to permeate the Empire.
By using the Gallian Empire as a starting point I, hopefully, have a lens with which to view the rest of the campaign setting. I’m quite pleased with having created an empire so shaped by magic while still not making magic seem mundane or common. I also like the dark undertones and moral ambiguity that comes with the overly authoritarian regime of the magocracy that, despite its failings, is still relied upon by millions of citizens.
We’ll see where it goes from here. Next up in world building is probably the role of demi-humans in the setting. But you’ll have to wait a couple of weeks for that. I’m currently working on a review for Tanya X. Short and Tarn Adams’ book: “Procedural Generation in Game Development” and hope to get that out first!
In the meantime, please follow Scape-IT and SKALD on Twitter for all things RPG and geeky!
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.
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.
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!