[Unity]Price For Freedom: Avarice

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Re: [Unity]Price For Freedom: Avarice

Postby Valaska » Thu Mar 14, 2019 12:49 am

PublicBuild9.jpg


Hello everyone, we’re happy to bring you all Public Build 9! This build is fairly mighty in terms of content! Some of our older content is being shifted into the public stream now so we’re happy to hear how guys and gals feel about the game. This version is essentially the same as the Patreon one, but without Katrina, Iski, Terri and Katie scenes. We plan on releasing public builds more regularly in the future, so stay tuned for that.

Reach us on discord if you have any issue with this build.

Here is the change-log since the last public build:

    - Nailah smut scene.
    - Katrina sprite / portrait.
    - New companion Calypso with quest / sprite / portrait.
    - New big village location (Toreign).
    - 3 smaller interior locations in Toreign.
    - Ability to skip the prologue in new game.
    - Blood effects in combat.
    - Merchants and trade system.
    - Sell and Buy items UI.
    - Goldra sprite / portrait.
    - Alistra sprite / portrait.
    - Chickens!
    - New village soundtrack.
    - Ambient track with three variants.
    - And two other ambient tracks.
    - Gallery portraits randomizer.
    - Companions relationship system (currently doesn't affect gameplay but will have effect later on).
    - Campfire location (day/night variants).
    - 20 new animated foliages types.
    - Ability for characters to sit.
    - Corpse sprite Thugs and Bandits.
    - Includes a save to access the new content directly (PatreonBuild9).
    - Iski sprite / portrait.
    - Thief guild location where you can find her after, location will later host a vendor as well.
    - Hiho quest updated to work with the new location instead of placeholder dialogue.
    - Misc bug\typo fixes.
    - Fast game loading and reduced memory usage.
    - New animated splash screen.

With this comes our first new town-hub outside of Kaldea. There is lots to do in fleshing the location out and exploration, so keep an eye out for changes in future updates. Here are a few of our big points I’d like to mention more in depth:

Toreign

Toreign was once a thriving fishing and agricultural hub. In its hay day it happily fed hundreds in the region… but recent tensions between Kaldea and Atlathka have all but killed off farming for Toreign, in it the stead of crops have sprouted dozens of passing by mercenary companies hoping to capitalize on the situation.

Thieves Guild

I want to give it a proper name in the future, like a syndicate or such but until then this location will be utilized quite a bit. Hiho’s quest properly enters the location and a couple other quests will come to a head here. There are also fences here that allow the purchase of sometimes rare objects… prices could be cheaper than somewhere else but they’re out to make a profit!

In the future we may have it more randomized and have surprise deals in these vendors. Keep an eye out as we develop our mercantile systems.

Music

Toreign represents a new step for our original soundtrack, with 3 different ambients based on the same track and will play in a contextual driven manner. We have a couple more tracks coming as well. Having custom made music for this game is extremely excited and we can’t wait to see how it is received!

Merchants and trade

We’re making the basic foundation of our mercantile system, don’t expect too much from just yet… but we are really looking for people to abuse/break this system and report back to us.

Relationships & Standing

We plan to utilize a somewhat basic, yet functional, relationship system that will play out behind the scenes. If you do something that one of the characters will disagree with you may get a small hit… but we are trying to reserve negative impacts to extremely heavy circumstances where you go completely against a characters core beliefs/ethics.

Typically we won’t have the fallout “X liked that Y Z disliked that” system. There aren’t too many situations that you will gain with one character and lose with another, that’s extremely frustrating. Also characters who are not present will not magically find out you picked a lock 2 kilometers away.

Positive gains will work similarly… but they will be much more natural in that, listening to advice or just simply talking to your companions will be the best way to get relationship gains.

Other uses of this system may play into actual story events and change how certain factions react dialogue plays out. This isn’t concrete and we are not sure how well we can utilize this system with the resources we have, but if we can streamline the process we will definitely try and do it.

Campfire’s

Campfires will be scenes that play between travelling from time to time. This will allow you to get to know your party and what I think is a twist on the system… allow your party to get to know YOU. I’ve never seen this in CRPG’s before, so I want to experiment with having the player learn more about Redic’s history and past through your party members actually taking an interest and asking.

You can decide to open up and explore your past with the party members or just shrug it off and completely cut these scenes short if you have no interest in them. But I think it's an interesting twist!

Chickens!

End game content confirmed…?

And last, but hopefully not least… our thanks!

Thank each and every one of you out there be it supporters, fans, interested onlookers, what have you - we are eternally grateful to you all.
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Valaska
 
Joined: Wed Mar 10, 2010 11:40 am

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