Foldrum is a fast-paced turn-based tactical RPG being developed for iOS and Android. Featuring one-hit-one-kill combat, customizable equipment builds, and a variety of map types and game modes, our goal is to combine intense and engaging combat, a setting inspired by medieval Eastern Europe, and a compelling story-driven campaign.
Foldrum from a story perspective draws extensively from two major factors. The first is Russian medieval history. Though the world in Foldrum is different from ours it is heavily inspired by that era of time and makes parallels to events that took place then. At the soul of Foldrum is the idea of the medieval period from the average persons perspective. Not of a lord or king but of a mercenary or a villager who's voice in history is very often overshadowed.
After The Republic of Madev fell to the principality of Kos, the Kos goverment realized that the war had been far harsher than it hoped. The winter was coming and they were nearly out of food with two countries to feed now. Starvation seems inevitable in the brutal northern winter and major officials have no solution to this crisis but to hold tight to food stores and wait for spring.
In the midst of this crisis is Berislav, a mercenary contracted by a noble house in a neighboring more stable land to steal a Kosian artifact. If he succeeds he can live a carefree life as a noble away from a region that seems in free fall. However this theft does not go even remotely as planned due to the second factor.
Foldrum also has a Lovecraft flair to it in the form of the Foldrum. The artifact that Berislav is tasked to steal is in fact alive and terrifyingly powerful. It can project itself in the world as people and can speak directly with anyone who holds it, but those are some of it's weaker powers. It's most terrifying is it's ability to turn back time with seeming ease. Time for the Foldrum is a malleable form that can twist and change as it sees fit and sadly for poor Berislav, unlike the traditional uncaring Lovecraftian horrors the Foldrum seems to have an interest in playing with Berislav.
Foldrum takes a unique approach to its gameplay because of the implementation of one major mechanic. One hit one kill. That means if you are hit once in Foldrum and there is no special case you die, and the same goes for the enemy. You are always alone in single player and you must find a way to use your environment, the abilities you have, your weapons and your movement to overcome those odds. Gameplay in Foldrum therefore is fast and brutal. One second you could be decimating enemies and the next you could be dead but at the same time one second you could be cornered and the next victorious. The coin in Foldrum has two sides.
The art for Foldrum will be done in a pixel graphics style. The actual substance of that style will be a faded feel to the art. Foldrum is not a super happy and fluffy game and deals with serious concepts so the art style will be trying to reflect that in the best way it can, giving the gameplay a grounded feel.
The music for this game has been a hot topic for debate among me and the sound team. We really have two potential paths to go in our minds. One is that we will go with more traditional medieval music where we will have a handful of instruments that will score most of the soundtrack. The alternative is to take inspiration from the art and do a more chiptune driven soundtrack with a variety of instruments. I don't think it will end in a either or decision but more than likely a blend of the two. It's just a question of which side gets more of the pie.
Alright so this is the big one where I announce dates of completion. I've been working towards these dates for a while but the wild card in my mind was how long the artificial intelligence would take and since it seems that I am well on my way with it and making good progress I am confident that I can get a lot of the work done on time for the date of December the 22nd. Crap can always come up but I think with my progress I can be optimistic. However if something does come up I will make sure to let the community know in advance.
As for the overall game's development we are aiming for an august release for the game. I will make targets for everybody working on the project so that if we start to miss them for complexity reasons we will know our release date was overly ambitious but for now we are saying august 15th for the release of Foldrum. I think the big question mark in this game's development will come down to the art. Though this game is more stripped down on the art department than most we still have a hectic situation with getting a solid and constant pull of art from our art team. That is another thing I will be checking in on regularly and with my recent work in the art department I should be able to tell if we are really on target for release or if we are massively falling behind.
Anyways here is the the update graph for this week.
Red = not started
Yellow = in progress
Light Blue = means it's done but needs to be confirmed to work properly
Green = done and has been checked (it will probably be a while before you see this colour since checks will probably be at the end of finishing a segment)
It may seem underwhelming for this week but that is mostly due to the design of this chart being mostly dominated by features and not underlying infrastructure. Basically I would say half of all the artificial intelligence work was finished in this last two week period. I will list the changes.
Direction change system implemented for AI:
This refers to the Enemies now able to point there weapons in the players direction when they have it not optimized to hit the player. This also goes deeper than just a blunt switch. Depending on where the enemies weapon is pointing the enemy will have different behaviors. So as an example if the Enemy has is weapon pointed in the opposite direction from the player they will change there weapon direction toward the player and not move because if they came in range of the player they would have no way to protect themselves. Probably this will be changed to directly running away in the next update.
Line of Sight System (LOS system):
Enemies in some instances must make a line of sight to the player to go on the offensive giving the game a stealth element. The player can hide behind mountains as of right now to avoid the enemies detecting him. The enemy does his LOS check at the beginning of his turn so every turn you must think of where you will end up to stay undetected.
Avoiding deadly tiles:
The Enemies have been programmed now to avoid dying on tiles that are deadly. They will also however value the players location equally to there own safety so if there is a tile near you that they can reach that is safe. Expect the enemy to press the attack.
The enemies can be given a patrol pattern as seen in the video where they will go along a path as big as realistically desired. The only major change I might make to this is the potential of the enemies waiting at a specific node for one or two turns to give some unexpected randomness to it. As an example say a enemy is patrolling and reaches a fire. He would rest at the fire to warm up for a couple turns then carry on with his patrol.
Big Wide World had some new updates with getting coasts in and separating ocean tile coasts from lakes. The next goal for them will be getting villages and roads in.
Also The BWW team has gotten the efficency pretty nice as show by this video rendering a 500x500 map localized to a 10x10 square.
I showed off the art changes of the game a little in the video but I thought I should show it in still form and with a decent explanation here.
This is the lake tile set. It was made to separate lakes from ocean coasts unsurprisingly. The main difference between this and the ocean coasts is the lack of waves but that might change in a later update to a more animated wave alternative like shown in the video.
I have also done some biome variations and I think I am finally understanding the palette for the tundra tiles. I am still messing with the colours for the desert and tundra but I think this might be the winning setup for now as far as colour goes.
finally I will leave you off with one of jim's latest sketches.
In this update I reveal a new mode for the game and show off some of the new finished tiles and the art associated with them.
A rough outline of what was done in the last two weeks which includes new weapon reveals and some new concept art drawings.
In this update I discuss a new format for showing the development of the game and also run through the changes in the art, story and gameplay departments...
Just a small re-introduction to the community since if you check my history I have been gone a very long time.
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