9/18/2023 0 Comments Realm of magic![]() All of the above will be improved in the sequel.Īnother core element that will be improved is sandbox mechanics. ![]() Character progression was very linear, lacked depth, and the build variety wasn’t great. The enemy variety was lacking, and their AI was simply bad. Combat in RoM 1 lacked impact, proper pacing, and juiciness. The next element we will be reworking is the combat system. We'll stick to skeletal animation, but we're working on a solution to give them depth and make them look more like traditional frame-by-frame animations. We can't do that because we require a lot of different parts and animations, and drawing a frame for each part and animation combination is not viable. Most pixel-art games use handmade sprite animations for better quality. After getting used to the new system, getting back to the original game is really painful, the difference between RoM 1 and RoM 2 physics feel is massive.Īnother fundamental part is the animations, which in the original game were stiff and robotic. To achieve smooth and precise platforming gameplay, we wrote our custom character physics, and we are quite proud of how it turned out. One of the fundamental parts of the game is the physics system, which is especially important since we are not only a sandbox, an RPG, but also a platformer. While we won’t share any more details today, all we will say for now is that work on the new setting is in pretty advanced stages, and our entire team is really excited about how it’s shaping up. We will leave the Old Kingdom and explore new parts of the Ezran continent, discover new biomes, meet new cultures, fight new creatures, gather new resources, craft new items, and experience a new epic storyline. But what kind of game will it be? Our goal is simple: the same idea but much better execution.Ī significant part of the sequel will be the brand-new content. So it’s official, we are making Realms of Magic 2. As developers, we grew and learned a lot over the years and are confident in our skills to pull it off properly. No more skimping on refactoring and proper development practices, we want to create a foundation we will be able to efficiently build upon in years to come. No more jank, each game element must meet certain industry standards. So a sequel it is.īut this time, we want to do it properly. That made it clear, instead of trying to fix our mess, starting from scratch would be more efficient since we want to remake every system anyway. We started analyzing which parts of the game we wanted to improve drastically. This mess resulted from an inexperienced team making a game that was way out of their depth. It was really painful and slow to get any major changes done. While we had a complete and working game to build upon, the development in recent years significantly slowed down due to the game’s code and data being what you call spaghetti. Do we want to stay in the Old Kingdom and replay the same story over and over again? Or do we want to explore different parts of the Ezran continent and experience new storylines? We decided on the latter, so an expansion pack or a sequel would make more sense. But Realms of Magic is not only a sandbox game but also an RPG. The most common way to further develop sandbox games is through smaller incremental updates. To continue working on the Realms, we had to make an important decision on which development model to pick: smaller updates, an expansion pack, or a sequel. Well, our next goal is to find out exactly that! When we were getting close to finishing the development of the full version, we started wondering what kind of game Realms of Magic could be if all of the parts were actually well made: precise and responsive platforming, dynamic and juicy combat, captivating story with memorable characters and diverse sandbox mechanics with depth. It doesn’t have great platforming, combat, story, or sandbox mechanics - each part of the game is mediocre at best, yet mixed together, they create a magical experience. Realms of Magic is a clear example of a game that is better than the sum of its parts. Despite being very janky and lacking in many aspects, it sold over 50k copies, earned 80% positive reviews on Steam, and, most importantly, showed us the potential for this game idea. The game turned out pretty decent, considering our lack of resources. That didn’t seem like a reason good enough not to try anyway, so we did… aaand it took us 8 long years to finally create something we could call a complete game. And we had absolutely zero skill, knowledge, or experience to pull off a project of that scale. Quite a long time ago, we had a dream - to create our own fantasy sandbox RPG.
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