Dev update #1

Hi there!

 

We haven't posted some time now, as we really do hard to design and implement features into the game.

Right now we play with the features around our procedurally generated open world:

 

we still have a lots of things to do :)

The world setting takes place in a low fantasy, cruel, grim and dark place with various entities like bandits, adventurers, soldiers, slavers, farmers, mercenaries, monsters and rulers.

A bloodlusty war is going on between two big factions - Iron Legion and Valdor, the latter is going to obligate the world as time progresses..

Then there are monsters underground, lurking, some are imprisoned and some roam freely. These are hostile to everything else when they do ascend from the dungeons to world's surface.

There is also the Slavers faction, they attempt is mainly to capture wounded (after battle) and sell them to slave market. The more they sell slaves, the more wealthy they will be and after some time, they might even start war against other factions.

Player's ultimate goal is to find the Cure for Urtuk - his main game protagonist. He is quite weaken by his condition and won't participate in battles.. 

 

Now, we want to add individual behaviors to world entities, so they will act by the own decisions, e.g. what are they best at and what current local circumstances they are engaged with.. Technically we use "Behavior trees" and "Decision trees" for implementation. 

Entities will have their own personal story and goals. Some might be farmers, while others are explorers, or mercenaries. The set of roles will be quite big here.

So let me explain the entity's behavior in more details, by this samples:

(1) Say we a farmer, and his brother gets kidnapped by a slaver. Farmer isn't really a fighter so he will probably publish a work-contract for any mercenary who helps him to engage that slaver and free his brother. Now let's say the farmer at this moment doesn't have the gold for the merc, so he will go gather crops and sell it to market until he has enough gold to pay the job.

If the merc gets killed, his family might seek for revenge and a new "event" arises (go find the killer, kill him or poison him).

(2) Say we have an adventurer, who is just curious about the world and wants to reveal secret locations. He might go to dungeon and finds a hidden sacred tomb, he opens it, get some artifact and he's happy. But in the process, while the tomb gets unlocked, a monster (different entity with its own story/goals) appears and slays the poor adventurers. He then might feast on his corpse to transform it to some other monstrosity.

 

We want that the entities will interact with each other and the world and create their stories. Of course, player is free to engage with then in any way (social, battle, etc..).

With all of this, the ultimate task for us is to create an organic, living world, which evolved even without the player. At the end, it can result in a destroyed world (by Valdor faction or some dungeon monsters invasion or Slavers hegemony) or a happy, peacefull place to live in (optimistic ;) ).

 

 

 

 

 

 

 

Looking for a tester!

Hey!

as we progress more and more, we realize that for a successfull game we would need a tester, e.g. a guy who not only tests the features of Urtuk, but also helps us bring more "fresh" ideas into game.

Please do not hesitate and contact us (kaleta.david@gmail.com) if you're interested!

 

Progress (campaign)

Hey there!

Previously we intended to author the world campaign along with assets, geographics, story, etc..

After a time of analysis and thinking about the world content we made the conclusion that we will go for the procedural content generation (PCG) for our world map. 

This will have huge impact on the re-playability. It also allows us to make changes across board faster then with authored content.

We still investigate visual style for the world map (see concept below), but making progress there..

 

As for the main story and side quests, we'll post more info about these.

 

 

Progress (World map sketch)

Hey!

We finished first draft of our world map! It's just a high level sketch, but doing nice progress there. Along with doing the visuals, we also work on a number of quests for our incoming pre-alpha demo! More info later ;)

 

More detailed world map (draft):

Progress (battlefield map sketch)

We are completing the programming of core concepts/mechanics of the game.

Now what needs to be done, is to define world map graphics along with quests. Also we need to finish the combat arena graphics.

Here is one of our initial drafts:

 

 

Progress (combat characters)

We are heavily focusing on characters used in the turn based combat map.

Here are some units already done (just some):

 

 

 

I will add more in the future..

 

About the Game

Urtuk: The Desolation is an adventure, turn based tactical RPG game with an open dark fantasy world.

The game contains two gameplay parts - one is the world map, where the player holds a party of adventurers and travels freely across the map.

The other part is the combat, introducing hex map with turn based tactical options, where you and the enemy execute (in free order) units' actions. 

 

The world in the game is a place of pain, suffering and darkness. Urtuk is the name of main character. His story begins when he escaped from the Sanatorium, a place where medical experiments take place on common people. Urtuk's escape was successful thanks to his fellow old friend - Eldric.

Urtuk has suffered a mortal disease, a mutation in the Sanatorium. Now he searchs for a cure in the world. It's only matter of time, when his mutation evolves to a level, when he finally dies.

 

 

The game is still in active development process. 

 Contact:

kaleta.david@gmail.com

twitter: @UrtukTheGame

facebook: www.facebook.com/UrtukTheGame