For The King: Frost Realms Stretch Goal Reached; Haunts and Scourges Information; PlayMaker Tutorial

For The King‘s ongoing Kickstarter campaign continues to bring in funding for the project; IronOak Games has raised $71,945 CAD as of this writing (from a base goal of $40,000 CAD). In the process, they have unlocked another stretch goal — the addition of the Frost Realms to the game’s biomes — and are very close indeed to being able to add pets to the game. They have also announced another stretch goal, this one concerning the addition of a fourth playable class to the game:

Their most recent Kickstarter update gives some information on the Frost Realms:

Wow, another stretch goal unlocked! Frost Realm here we come! Let’s take a closer look at it through the words of our Lore Master, Sean Hoyle.

That same update also discusses the Haunts and Scourges that will appear on the game’s map, and which can potentially add some dynamic events to the game if players do not manage them properly:

A Haunt is a location on the map that is home to a Scourge which lies dormant at game start. There can be numerous Haunts in any given game, each randomly selected. We have all sorts of creepy Haunts from the Burnt Castle, residence of the Legendary Assassin, to the Bandit Camp, stomping ground of the Bandit King. Each Scourge varies in their difficulty level so some are less likely to activate during a game than others.

In order to preemptively stop a Scourge from inviting itself into your game, you have the ability to seal it’s Haunt if your conviction is strong enough. You must first find one of these vile places, and they are randomly scattered throughout Fahrul. A sealed Haunt will no longer pose a threat to you and allow you and your party to play in comfort knowing there is one less villain to bother you.

If a Haunt does become active, the option to seal it is gone! It’s Scourge is now awake and you must deal with it in some manner to banish it from your game. Depending on the Scourge, this is no easy task and part of the challenge can just be finding within the unrevealed regions of the game world.

Finally, over on the IronOak Games website proper, programmer David Lam offers up a tutorial — the first in a series, it would seem — on how to script game systems using PlayMaker, a visual scripting interface for Unity.