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

User Interface: Where Game Data Meets Elegance

Hi guys! I’m Jean Charles (JC for short), the User Interface Designer for Project Resurgence. Have you ever held a job both obscure yet primordial? Something that, when your relatives ask, “ So, what do you do for a living?” your stumbling generalizations leave them completely confused? This always happens when I show Project Resurgence’s art and screenshots, and I’m asked what my participation in all this is. At this point, I usually scratch my head and fumble out, “UI…User Interface.” Continue reading User Interface: Where Game Data Meets Elegance

Intro to Magic: Ambrosia & Weaving 101

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

Matt’s House of Design: General Design Practices

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

Design Pillars: Exploration, Encounters, Advancement

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

Worlds Within Worlds: Behind the Story Curtain

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

Games We Love: Inspiring and Aspiring

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

Story Themes! Get Em While They’re Hot!

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!