Hi guys! It’s been a couple weeks since I wrote a blog, but luckily I’ve gotten some additional help from my teammates, so I can focus on preparing for our Kickstarter campaign. You can look forward to hearing from them, and getting an inside peek at even more aspects of our game development in the future. Today though, I want to talk about a subject that I think is integral to any fantasy fiction: the magic system. Continue reading Intro to Magic: Ambrosia & Weaving 101
Excerpt from A City in Turmoil by I. Greystone:
“Dehrgada City. A shining beacon of light for all Tribes. Once a small settlement for disparate groups dissatisfied with their homelands, after the Twenty Year War finally drew to a close. With the defeat of the Children of Baric and the liberation of their Ashurad slaves, it was established into the sprawling metropolis it is today. It has become the largest trading hub, connecting all of the five Tribal homelands, and has been adopted as a new home by the Ashurad. The very name of the city, ‘Dehrgada,’ is a combination of the word for ‘haven’ in each Tribes’ native tongue. Continue reading A City in Turmoil: Shield Legion vs Opal Truth
Greetings all! I’m Matt Chen (torrmercury on the forums) a game designer (though I wear other hats as well) and today I’ll go into more detail on our game design process! So last time we visited design was with Rob and the Design Pillars, and he got us started on the overview of how our game will play. This week, I’m going to dig in a bit deeper and talk about general design practices and how they affect the creation of any game feature. Continue reading Matt’s House of Design: General Design Practices
Hey guys, just a quick update that we’ve installed a nifty new plugin for the forums call XenWord. It’s called a bridge, because it essentially duplicates all blog posts and comments into forum threads and replies, and vice versa. So now there’s only one sign in, and your forum account will be used in both places. You can read and respond on the blog or the forums as you like. Easy-peasy mac-and-cheesy
Hey guys, we’ve got another change of pace for you today! Our Audio Lead Manuel Marino asked me to do an interview for his own blog, so we’re posting it here too. Now you’ll get to know me a little better, and what NGS is about as a team. Hope you like it, and let us know if you’d like to see more interviews in the future! Continue reading NGS Real Talk: An Interview with Rob Buchheit
Excerpt from Embracing the Light: A Brief History of the Ragnar People by I. Greystone:
“The old world was full of miracles, or so the legends say. Creatures of steel and oil walked alongside those of flesh and blood. Crystalline towers and endless cities spanned the horizon. There was no war or illness. The world was ruled by a godlike people, in power and presence, who could bend the laws of reality to their whim. The legends say they had mastered life and death, the creation of matter out of nothing, and had even mapped the distant stars. The Ragnar of old called them simply ‘the Others,’ though each Tribe knew them by a different name. Today, the title the Children of Baric appointed them is the most widely used: the Ascendants.
Continue reading Embracing the Light: A Brief History of the Ragnar People
Hey guys! Welcome back to Design Time with Rob! Today I’ll be getting into specifics on the three central pillars of gameplay in Project Resurgence. I know you’re all dying to know exactly what kind of game we’re working on, so I hope this high level view of the design will give you some additional insights. So without further ado, let’s dig right in. Continue reading Design Pillars: Exploration, Encounters, Advancement
Hello everyone, and welcome to Blog Time 2: Electric Blogaloo! Last week, Rob talked about the different games that inspired us to create Project Resurgence. This week, I’m going to cover the other stuff that inspired the story and plot behind Resurgence. I like to wear our influences on our sleeves, so to speak, and be open about the things that inspired us. I believe that acknowledging that no works exist in a vacuum, and that influences are a good thing to have, goes a long way to making artistic creations more accessible to people who might feel like they “don’t have it in them” to be creators. The trick is to build off of the things that you love, and to use them in ways that feel fresh and new. All that said, let’s pull the curtain back and look at some of the books, TV shows, comics, etc. that got in our minds and just wouldn’t leave. Continue reading Worlds Within Worlds: Behind the Story Curtain
Boom Baby, I’m back! Once again, thanks so much for checking out our Dev Blog, and coming along on this journey with us. I’m Rob (@Robsurgence), Project Lead and Creative Director for this ambitious little game of ours. If you missed my last post, I went into the origins of the project, our high-level objectives, and what we’re hoping to do with this blog. Last week, our Lead Writer Kelly (@KJHerreid) started getting into the major themes of our story, and today I’ll delve into the design of Project Resurgence and the big games that inspired these choices. Alright, so let’s do this thing! Continue reading Games We Love: Inspiring and Aspiring
Hello all, and welcome to Blog Time, which is what I’ve decided to call this post! I am your host, Kelly Herreid (Hair-ee-id), Lead Writer on Project Resurgence. I graduated with a degree in Film and Television Production from NYU, and it was my discovery of the joys of Halo in my senior year of college that truly propelled me into the world of gaming and all its wonders. It wasn’t very long before I became interested in working on games as well as television, movies, and books. I met Rob while he was at Full Sail, after he joined my D&D group. When he offered me a place on the Resurgence team as a writer, I jumped at the chance. What really drew me into the game was the dark yet hopeful world and the myriad of tribes and factions that vied for power within it. Drama! Continue reading Story Themes! Get Em While They’re Hot!