Kickstarter Update: Priorities & Plans

Hi guys, and welcome back to another round of Blog Time with Rob! As I’ve mentioned before, we’ve been spending most of our time lately just preparing to launch the Kickstarter campaign. As it turns out, those preparations are taking longer than we anticipated, but we hope you’ll continue to bear with us. In the interest of transparency, that’s what I’ll be talking about today! So the big things we’ve been focusing on lately are (in order of priority): Continue reading Kickstarter Update: Priorities & Plans

New Update Schedule

Hey guys! Just wanted to give you a quick update on when we’re planning to release updates in the near future. We’re working hard on our Kickstarter preparations, and we recently realized that getting two polished non-rambling updates out every week (Blog and Pic of the Week) was just slowing down our progress too much. So we decided to cut back a little, but you can still look forward to a new update from us every Friday at noon (Eastern US time). We love sharing new info with you all, but we figure you’ll be even more excited to finally play this baby ASAP!

Real-Time & Turn-Based: A Tale of Two Combats

Hello again everyone! So I know that you’re all dying to learn more about how the game will actually play, so this week’s blog post is all about how combat is going to work in Project Resurgence! Continue reading Real-Time & Turn-Based: A Tale of Two Combats

Dialog System: Injecting Gameplay and Reactivity

Hi guys, happy Friday! We’ll we’ve covered the design pillars of Project Resurgence in one of my previous posts, and today I want to go a little more in depth on the Exploration pillar: specifically the dialog system.  Since Resurgence is such a narrative heavy game, the dialog system (I use the short version of the word, deal with it) is an extremely important element. We’ve spent many hours debating various features and looked to a variety of sources for inspiration, and in the end we came up with the following goals: Continue reading Dialog System: Injecting Gameplay and Reactivity