For the King: Happy New Year Update!
IronOak Games have also released a New Year’s update to let us all know where development on For the King is at:
The three of us have been firing on all cylinders as per usual and we have also been getting loads of fantastic work in from our animation, concept and character model contractors. All of this work and financial investment has paid off in a huge way as our enemy database is really starting to come to life with all sorts of new characters to battle in Fahrul and many more still to come!
Some new additions of note are the thieves, mimics, hags, dry corpses, and jelly cubes which add immense flavor to the game and each bring with them their own fun challenges. Attack abilities have been a popular topic as well these days as we have been expanding our library of weapon proficiencies to many new attack types. Enemies can steal your gold and items, or drain your focus and lore bringing with them new facets of strategy.
Anyone who pledged at the DESIGNER – REAPER tier level and up will be pleased to know that we have a new Dead Adventurer database in game which is designed to store all the specific corpses that players will stumble upon during gameplay. This will include your name and journal entry, custom art asset and also the items you will be dropping. The base level dead adventurer is currently spawning in game and even in its primitive form it brings a somber reminder of the brutality lurking around every corner of Fahrul.
It hasn’t been all art related, the tech back end of For The King has developed into an extremely robust and powerful system. Thanks to our new custom database engineered by David Lam we can now store, reference and inherit mountains of system specific data to be passed around in game. It’s really amazing and wonderful to work with and has allowed for so much more possibility.
I feel the progress we’ve accomplished since the end of the Kickstarter campaign has been superb. There are a few systems that seemed liked daunting tasks 4 months ago such as lore persistence and global game event progression but with some clever design and hard work we have already built them and are currently awaiting the balancing phase. All of this has been made possible by you guys. It’s really incredible to look back on our short adventure and see how far we have come!
The team do note that, being as small as they are, they are finding it difficult to regularly correspond with backers and issue updates, so it may be that we won’t hear from them all that frequently while they are working on the core mechanics of the game. Once the game is further along, that may change, but for now don’t be surprised if they are a bit spare with the news and information.