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Weekly Update 12

This week’s update is going to be quite large and two days early. The patch is scheduled to be released at the end of the month, no delays to report. Twitter advertisement continues, and fans there are increases of about 10 or 15 a day. A development plan has been created for after the patch which will be discussed in Weekly Update 13. Today I really want to talk about what will be in the patch in detail, as well as Devoured Time’s story and gameplay changes based on feedback and research. As I mentioned in a previous update the scale of the game has been stepped down a bit to align with current skill, time, and financial abilities. Price point will remain the same and is still well under what a game such as this is worth, but I like it low so more people can experience it.

The Story

As I have always stated, story is a big thing for me. I love games with deep stories, stories with lore and stories with mystery. I knew one thing, Devoured Time needed a great story. But Devoured Time is not a book, it’s a game and games need to be fun so I had to tailor the story with gaming in mind. First I had a plot, I then needed to know the game mechanics and setting. With that information and feedback from fans I rewrote the story to still deliver what I think is a great story, while remaining fun as a game. It did take quite a few rewrites but its solid now.

Devoured Time takes place in two very different settings, sci fi future and medieval fantasy past. The player starts off on a space station, not know who, what, or where they are. The only other person on the station is a medical robot with the sole job of helping you remember the details of how you became to be on the space station. To do this the medical robot created two simulations, the first a set of tutorials helping the player familiarize themselves with controls and gameplay and the second the main single player game. I prefer to keep as much of the game in character as possible, and I like to explain as much of the whys. Doing it this way I hope to keep fans engaged with the story, and tell it in a way that makes since. The single player game, or Simulation 2 as the medical robot calls it was developed from the player’s character’s memory, at least the fragments left intact. Since the medical robot is only concerned with the immediate events leading to the player’s arrival to the space station, Simulation 2 starts of midway through the main events of Devoured Times story. Again since I’m going for a short story instead of a massive book, I wanted to start at a point in the story where this game could begin. If you compare it to a traditional rpg, Devoured Time starts in the middle. There will be many other games in this universe, some may take place during the early years of this players life, or be completely separate. The single player story will still contain quite a bit of content, leaving the door open for many more games in this universe.

Gameplay

Based on feedback the story and building are most popular so those will be the driving force behind the single player game. The player starts the game by clearing out an area which will function as the player’s home base. This area will be a decent size and allow for many hours of gameplay itself. There will be a few mandatory build quest to get the necessary buildings and then you’re free to build up or not depending on what you want to do. They build system in the single player is modular, you’ll see the early version in the tutorial. You’ll have plots that depending on size have a number of structures you can build. In the tutorial it’s a quick process but in the main game each building will require a different amount of resources, take a specific time, and some even require a special person to make. Once built you will be able to upgrade them. There are several special buildings that unlock more gameplay features, such as the ability to train units, outfit units, and send units on missions. Those mission are similar to games like final fantasy tactics where you send them off and depending on their strength and skills would dictate the final result. Those units will level up and progress similar to the player.

I really enjoy old school games like Zelda and that love along with feedback called for something similar in Devoured Time. Everything takes place on one map, as large as I am able to make currently which is quite large in scale in terms of this game. Like Zelda most areas of the map are open, but special areas require something to unlock. Keys, boss fights, and quest are a few things needed to unlock areas. Areas are also leveled separately from the player meaning you can go there but the enemies will be harder or weaker. Like Zelda there will be hidden paths and hidden items to be found. Also, and this is just a limit on 3d models, the player will find weapons, rings, necklaces, shields, and runes to equip. Currently without a proper 3d modeler I can’t create armor visibly so I’m taking an approach like some of those games that the player remains in the same armor. This may very well change if I get more funds, but I don’t want to delay the game any longer over armor, and I don’t think it will hurt the game that much to go that way.

Besides building, you will be able to farm, craft, level up, find collectibles, manage your base and small outpost, quest, and more things as I add them. The single player game should give players a feeling for the world I’m creating, show fans that I am dedicated to making a cool and unique game, hopefully help establish Cracked Piston as a good indie game company.

Patch Details
(Current State)

The patch may seem small in relation to the time required to produce it but I assure you it’s what you don’t see that took the longest. This patch serves as the foundation for the final game, the backbone of the entire experience.
Day 1 you’ll get a 85% complete tutorial, it’s not complete since some the games main systems are not yet ready and I’m sure I’ll be adding more. There are currently 13 quest in the tutorial, along with a number of collectibles and journal entries to be found. You will see the main menu and all the modes that will eventually be in the game. With this foundation in place I can add new features much quicker so content will increase.

Participation

With the foundation set and the story plot updated its time to take participation to the next level. For all my early backers I want to extend the opportunity to create something for Devoured Time. I want to add items, characters, places, quest, and lore based on your ideas and creativity. Later this month I will add links to pictures of weapons and I want you guys to name them. They will consist of epic items which you can even give a back story for. I’ll do the same for other aspects of the game to. If the name you choose wins I’ll add your name in the credits. This goes for quest ideas too. If this is something you’re interested in, please comment here.

That’s it for this update, thanks again and remember your feedback and support matters.