[img]{STEAM_CLAN_IMAGE}/45039337/91bd4b1243775bf274ef1e2aae4a4de2139e130d.png[/img][h1]HELLO EVERYONE![/h1]
2024 comes to a close, and with it begins a new year of development – barring any issues, our last before a launch at the end of 2025. We're a small shop here, and so a lot of work has been done without constant updates – so I would just like to break down what we got done this year, and project what needs to be done next year. This is going to be a bit of a read, so please bear with.
[h2][b]Development of Systems.[/b][/h2]
The lion's share of 2023 was spent converting the whole game over from old weapon/item/spell systems to a unified system, including the procedural systems for weapons generation, etc. This was necessary since previous systems were, at state of development, too simple and a conversion allowed us to create a much more robust game with lots more options. Now, in 2024, that conversion has been finished and all the old systems data, items, weapons, spells and such were brought over with a ton of extras. The quest system was also integrated, though is still a bit in development due to the way its design is set up.
A variety of additional systems were brought in as well. These additional systems include: enchanting, augmenting with glyphs, smithing, alchemy, and summoning (temporary combat 'pets'). Additionally, the class system was created to allow for players to further tune their play experience to match their personal style. The Trait system was also expanded for this purpose, with some spells, weapons and summons tied to classes as players grow more powerful over time. Also added was the Stamina System, which was introduced to serve as a gauge for melee weapons when melee weapons were introduced.
On balance, however, approximately 90 percent of systems are developed and implemented, with that last magic ten percent making up tweaking and any polishing of mechanics and systems as development (and especially playtesting!) continues.
[h2][b]Weapons/Items/Treasure.[/b][/h2]
After moving existing items, weapons and such over from the old system to the new, a whole flood of new equipment was moved over into the rolls. As of 12/31/2024, there are nearly 300 entries for weapons and equipment, including weapon materials, armor, spells, consumables, enchantment items, and augmenting glyphs for qualifying gear – and don't forget relics! Equippables have their own models, textures, and appearances depending on some modifiers, and are of course more resource-intensive to develop.
Current gear available:
[list]
[*] 5 Ranged Weapon families, each comprising four weapon types, five weapon materials, and five weapon elements as well as ~30 additional modifiers possible to appear on pickup. A fifth weapon type is being considered, but it may or may not happen.
[*] 40 Melee Weapons, broken up across three weapon types and three size classes, with ~30 additional modifiers possible to appear on pickup. Melee variety is currently much lower than ranged due to their not being created procedurally, but this will change with post-launch content should sales allow. More are coming.
[*] 35 Crafting materials and ingredients. These are used to craft potions, weapons, and armor as well as being used in some enchantment formulas. The majority are general materials, with some being found specifically in only one of the four major game areas and/or on specific enemies. More likely to come.
[*] 25 Armor types across two classes. 15 helmets, 10 robes. More are coming.
[*] 8 Enchantment formulae, for weapons and armor found. This will be greatly expanded and has been the least developed of items found.
[*] 25 consumables, including potions and one-use items like Teleporter Crystals. More are coming.
[*] 30 Relics, all being unique weapons and armor much more powerful than standard equipment. More are coming.
[*] 38 Spell scrolls, across the various spell families. This does not include all spells (yet) and also does not count class-specific spells, which are purchased through the Trait system at Shrines of B'Gokk.
[/list]
The remainder are weapons still under testing, augment glyphs (which serve as an equivalent to socketable gems in some ARPGs) and other items yet to be finalized and put into the equipment rolls.
[h2][b]Spell System.[/b][/h2]
The spell system currently includes 30 spells, separated across five schools and three levels of power, and additional spells affixed to the various classes. Additionally there are currently eight High Sorceries, which are unique spells equivalent in power to Relic weapons and armor.
[h2][b]Player Zones[/b].[/h2]
As of the current date, four player zones have been planned. Of these, two have been constructed and populated with creatures, treasures, traps, and secrets. The third is currently well under development. Each zone is made up of four to five 'floors' and are unique to one another (naturally), and average 20-25 segments from start to finish. The enemy roster of each floor averages 10-11 different and unique enemies with their own attacks and strength/vulnerability profiles. These zones end with a boss, one of the four Councilors, but also have mid- or mini-boss characters in the levels. There are also Prime Challenges, being major threats that can be tackled as you grow more powerful – these side bosses are completely optional, but can provide massive benefits if beaten.
Current floor/enemy types are as follows:
[list]
[*] The Forgotten Castle: Four floors, ten enemies. Boss: The Skeleton King.
[*] The Warrens: Five floors, eleven enemies. Boss: Director Fluffington.
[*] Accounting: Four floors, enemy count TBD (currently eight.) Boss: Janine From Accounting.
[*] The Forbidden Zone: Four floors, enemy count TBD. Boss: The Wizard of What?!!
[/list]
[h2][b]What's Left?[/b][/h2]
From January 2025 to launch, the following challenges need to be met in order to bring the game to market:
[list]
[*] Systems Programming: 90% complete. Requires tweaks and polish as testing allows.
[*] Soundtrack, Voice Lines and FX: 50% complete. Scripts are written, but additional voice lines and music for latter zones must be created.
[*] 3D Assets, Characters, Animation: 60% complete. 2 of 4 boss characters need to be fully animated along with a number of monster models that have been created. Some other monster models need to be created and animated as well.
[*] AI: 60% complete: AI behaviors for remaining enemies and bosses need to be completed. This is underway.
[*] 2D Assets: 60% completed. Icons and environmental art (posters, etc.) still require development.
[*] Weapons and Gear: 70% completed. Additional ranged and melee weapons components, as well as Relics, still need creation.
[*] VFX: ~70% complete. All spells, weapons, and existing enemies have proper effects in.
[*] QA/Playtesting: Not complete until the game's complete, but heavy playtesting will begin Q1 2025.
[/list]
So there we are! The next year should bring us to completion, and a much-deserved breather to all contributors as we deliver the project to waiting players. We hope that you're as excited as we are to give it a shot as a completed project! The coming year will also bring other developments and announcements, but Primest Evil is a lengthy beast to tackle and we are dedicated to getting it done short of falling rocks and hellfire. For now, though, Happy 2025. May it all be kinder to us than 2024 was.
Yes. I mean it. Don't look at me that way! A man can dream, damn it!!
Michael Shean
Lead Designer/Creative Director (and President of the company oh God)
Pixel Constructor