Hello! I’m Alex, the creative director and it’s about time we updated you on some progress. Let’s get back to what most of you are interested in: the single player saga.
With Factions wrapping up shortly we have a very confident handle on the combat. We’ve mentioned it before: combat in Factions is combat in The Banner Saga single player game. We hope that you guys like being able to jump in and try it for yourself instead of just reading about what it will be like. That system was, by far, the most complicated and risky part of the game and we’re nearly finished with it, aside from the enemy units that we haven’t released yet. That’s a great feeling.
Moving on! Game development is often thought of as one big whole— you’ve got story, level design, gameplay, art, features, dialogue, combat, so on and so forth. All of this naturally generates a series of dependencies. For example, you have to do concept art and story outlines before you can do animation and dialogue, and prototype gameplay before a final combat system. We’re well past pre-production now, and deep into the meat of production. So let’s talk about what that means.
Please keep in mind that we’re basically showing everything— the good, the bad and the ugly. Some of this is polished and complete, other things are very rough and some might even look amateurish. Rest assured the final product will be as polished as Factions is now. It’s all part of the process.
From a top-down view, we have three key systems that interact with each other to create the core experience of the game: travel, conversation and combat. We’ve talked a lot about combat, but what about conversation, travel [...]