Attack Mountain

Attack Mountain is a NYC-based game development collective focused on creating satisfying core gaming experiences for gamers. Attack Mountain is currently undergoing some changes, which will be revealed mid-to-late Summer 2013.
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May 12, 2012 at 9:33pm

ATTACK MOUNTAIN DEVELOPER DIARY 4

DEVELOPER DIARY 4: THE WORLD OF LEGEND OF THE TIME STAR

foghold-sketch.jpg

The Fortress City of Foghold is the world’s crown jewel. Nestled between The Northern Range and the plentiful land of Ardvale Fields, Foghold is a major center of commerce and the arts, not to mention home of The High King and his legendary Royal Knights. Foghold’s denizens enjoy the highest quality of life out of all the world’s major cities, thanks to its strategic placement that provides an overabundance of resources. It is well-protected and nearly impenetrable thanks to its high walls and few points of entry. It casts an unmistakable profile against the the sky, both inspiring and imposing at once.

The World of Time Star

In Legend of the Time Star,you’ll explore a vast and exciting world teeming with life and adventure. Whether you’re deep in Bolgard Grotto searching for a lost treasure, or scaling the snowy peaks of the Northern Ridge on the tail of a dangerous creature threatening a nearby town, you’ll encounter a wide range of beautifully rendered environments full of mysteries for you to uncover. In today’s developer diary, we’ll reveal some of the locations in Legend of the Time Star for the first time, in addition to explaining the linear/free-roam aspects of the game. Excited? You should be! Read on!

Linear + Free Roam

progressionchart.jpg

Cross section of game progression / environment map

Legend of the Time Star has both linear and non-linear aspects, like many of its inspirations. The chart above helps break it down; the red line that runs vertically through Hyder’s Wood, the game’s first major town, and Fresh River Ridge denotes the story path. This is the general direction the narrative will guide the player in as they advance through the game’s main story arc.

Towns are the largest on the chart for a reason. They’re the player’s safe zones; here, the player can sleep/recover at the Tavern, modify their equipment at the Forge, buy items at shops, and get medical attention if they so require it. Players will also find a wide range of unique characters to interact with in each town, some of which trigger side-stories, which are smaller story arcs that provide additional content to those who wish to leave no stone unturned. In addition to providing the player with great rewards, side-stories also shed more light on the world of Time Star and those that reside in it. Each town provides side-stories tied to the areas around it; in the chart above, for example, the player will find side-stories tied to Bolgard Grotto, Hyder’s Wood, the Crash Site, and Fresh River Ridge. The  game’s main dungeons – ones that the player must beat to advance the story – are usually tied to the nearest town, and located in one of the main areas it services.

Each offshoot in the chart above is a unique environment with its own enemies and additional side-stories separate from the ones provided in town, meaning the player doesn’t need to rely solely on towns to stumble upon things to do. Players don’t need a reason to go to a location, just the means to do so (whether that’s a unique ability or simply advancing the story). Once they’ve got access to a locaton, they can go there whenever they please - whether it’s to hunt a rare creature, discover an unexplored dungeon, or simply see what the area has to offer.

For this reason, Time Star is both linear and free-roam. The player doesn’t have to advance the story until they’re ready; if they want, they can spend hours clearing all of the side-content available to them at their juncture in the narrative before moving on. On the other hand, if a player’s simply interested in completing the main story of Time Star, that’s fine too. It all depends on your playstyle and what you want to get out of the game.

bolgard-grotto-sketch.jpg

Bolgard Grotto is nestled deep within Hyder’s Wood, accessed via an abandoned mine that runs beneath the southeastern edge of the forest. While it houses many rare resources, its large, twisting caverns are also home to many dangerous creatures. The deeper one goes, the greater the risks – and rewards. It’s even said that a complex catacomb exists somewhere within its reaches.

Side Dungeons

In addition to main dungeons that are part of the game’s core narrative, there are also unexplored and unlisted dungeons for the user to uncover. These dungeons range wildly in size and goal; some dungeons might be a single room containing a fiery battle against hordes of enemies, while others might be a half-hour long dungeon crawl capped off with a unique boss and loot.

There are two ways to discover these side dungeons; one is to purchase Dungeon Maps from a vendor in town, which marks the dungeon’s location on your map. The other? To stumble upon the dungeon yourself.

doldrums-sketch.jpg

No place on the planet is quite like the Doldrums. This damp, dangerous swampland stretches for countless miles in many directions; to go in without a map is considered suicide. This is likely the reason that humans without hope have been coming here for centuries to ‘give themselves’ to the swamp, allowing themselves to waste away within its confines. Those that do so rise as Fungal Drudgers; depressed, moaning beings controlled by a mysterious and woeful life force. These lifeless husks used to spend their days staring at the skies and wailing, keeping to themselves. They were considered harmless until the Crash filled them with a mindless rage that has turned them into vicious monsters.

How Big is the Game?

Time Star will contain roughly half a dozen towns along its main arc, with each one servicing a handful of surrounding locations in addition to one or more major dungeons.  This works out to approximately 36 different unique environments to explore, full of exciting adventures to undertake!

desert-ruins.jpg

Long abandoned, the Ruins of Gom reside in an arid canyon of the same name. Foghold’s archives describe Gom as an ancient warrior that once ruled the desert alongside his army of Claymen - humanoid creatures borne of special clay pits unique to the region. No one has seen a sign of the Claymen for centuries – however, if they exist, it’s said that they do so within the walls of these ruins. Rumor also has it that Gom’s amulet, the supposed source of his power over the Claymen, is buried here along with the warrior’s lost remains.

The End

That’s the end of today’s update – with each day we’re  a step closer to revealing the gameplay video. This is not the last diary regarding the game world – we’ll be revealing more locations and information in upcoming diaries! Stay tuned.

-AM

Want this game to become a reality? We need the support of the gaming community to make Legend of the Time Star happen. Back to our Kickstarter today! 

April 28, 2012 at 4:58pm

ATTACK MOUNTAIN DEVELOPER DIARY

ENTRY 1: THE FORGE SYSTEM / HILT AND BLADE

Welcome to the very first Developer Diary entry for Legend of the Time Star! Today, Time Star’s director will take you through the game’s Forge System and give you more insight on how to upgrade and customize your weapons.

“Again I entered my smithy to work and forge something from the noble material of time past.” -Jean Froissart

Your hero will have quite a lot on his shoulders in Legend of the Time Star; there will be no shortage of evil to eradicate or dungeons to scour. It’s good to know you’ve got The Forge System at your back - temper your steel effectively, and you’ll be ready for anything.

The Reed Blade

Click for high-res

What is the Forge System?

The blacksmith’s Shoppe in each major town in the game contains a Forge, a place where the player can tailor their armor and weapons to meet their current needs. At a Forge, the player can do a wide range of things, from forging (and reforging) their weapons to upgrading them with items they’ve found while adventuring.

Weapon Forging/Reforging

Each sword that the player can acquire is split into two pieces, the ‘hilt’ and the ‘blade’.  Both pieces control different aspects of the user’s standard attacks:

  • Hilt controls attack speed, stat bonuses (defensive), and weapon type (1-hand or 2-hand)
  • Blade controls damage,  stat bonuses (offensive), and status effects (such as poison, life absorption, and magic damage types)
Original design sketch for the forge system

A cleaned up page from the director’s sketchbook for the original concept of the Forge System – horrible handwriting and all

Break it Up (or don’t)

Unlike other games where you get a weapon and that’s it – you maybe get to upgrade it a couple of times or something – you don’t have to keep a weapon’s blade and hilt together in Time Star. You can use the Forge to take the blade of one sword and attach it to the hilt of another! If you’ve got a one-hander that has an awesome blade, but you don’t want to wield a one-handed weapon, you can combine it with a two-handed hilt. If you’ve got a massive blade you want to wield in one hand, you can attach the blade to a one-handed hilt and wield it alongside a shield. This allows players to be creative and cater their weapon needs to their current adventure.  

The only thing limiting your weapon forging abilities is your coin purse. There’s a small fee each time you forge or reforge a weapon, but other than that, you’re free to customize your weapon as you see fit! There’s no limit to the amount of times you can use the Forge.

Weigh your Options

You won’t always want to split up a sword’s pieces – a lot of weapons will offer some sort of ‘set bonus’ for using their hilt and blade together at the same time. It’s up to you to weigh the weapon’s unique set bonuses against the stats of the weapon forged by you.

Rare Arms

You’ll most often receive a sword as a complete weapon, whether it’s from a drop, a chest, or a quest reward. Others, such as the game’s more rare and unique weapons, may be split up, waiting for you to discover and unite both pieces into a fearsome weapon that will send your opponents running for the hills.

Rare and unique weapons will almost always have a set bonus, but that doesn’t mean you can’t use them separately! In fact, one of the great things about the Forge System is that it allows you to use parts of weapons without having to have the entire weapon in your possession. That means that if you acquire the blade of a rare sword, you can start using it right away, even if you don’t have the hilt.

Upgrading Items

Perhaps there’s a sword you’ve put together that you really like, but you’re starting to notice it doesn’t pack the same punch if did a few levels ago. Or maybe suddenly your armor isn’t giving you as much protection against some heavy-hitting opponents. What can you do?

Upgrade them, of course! Using items that drop off of enemies or purchased in shops, you can upgrade and improve your weapons and armor to boost their stats and add special properties!

Let’s use an Iron Sword for an example scenario. Perhaps the Iron Sword’s stats break down like this:

Iron Sword

  • Iron Blade: 20-29 damage per strike, 1.2 attack speed
  • Iron Hilt: 1-handed; +2 Defense, successful counterattacks do 2% more damage

The Iron Sword was great at level 4, but now that you’re level 9 it’s taking a lot more to chop down your foes. After a fearsome battle with some Iron Skeletons in a dungeon, you obtain 4 iron chunks and a scrap of leather. After returning to town to stock up on items, you head to the Forge to give your Iron Sword a much needed shot in the arm.

To review what you need in order to upgrade, you simply go to the Upgrade Weapon option at the Forge and select the Iron Sword. You’ll get a detailed chart that defines what you’ll need for each upgrade level!  Here’s what it looks like for the first level of upgrades:

Iron Blade +1

  • Requires: 2 Iron Chunks, 30 coin
  • Upgrades: 20-29 damage per strike -> 32-41 damage per strike1.2 attack speed -> 1.0 attack speed

Iron Hilt +1

  • Requires: 1 Iron Chunk, 1 Leather Scrap, 30 coin
  • Upgrades: +2 Defense -> +5 Defense; Successful counterattacks do 2% -> 4% more damage

You don’t have to upgrade both at the same time – you can upgrade just the blade, or just the hilt. If a player wanted to use their crafting materials to upgrade the blade of one sword and the hilt of another, that’s up to them.

As the player increases the level of a weapon’s blade and hilt, the requirements will increase as well. In most cases, the amount of resources the player will need to upgrade an item will double with each level, but this isn’t a be-all, end-all rule.

Armor functions in a similar matter, but has some nuances that we’ll be going into in a future Developer Diary.

Thanks for reading!

This is only the first of many developer diaries that we’ll be doing – we hope that these will get you as excited about the game as we are!

Remember, if you want to support Time Star, you can do so here – we’re 26 days away from the end of our Kickstarter and we have a long ways to go, so spread the word to everyone you know who is looking for that next great retro Action RPG – and, of course, be sure to support the Kickstarter yourself!