Realms Beyond – A classic turn-based fantasy RPG

Realms Beyond tagged posts

Exploring the World #2: Camp and Survival

You’re an adventurer. For most of the time, that means, being a traveler. And you can’t just keep walking all day long and then on through the night. So what do you do when you reach a clearing in the woods at dusk and have no idea how much longer you will have to walk until you may reach another city? Camping is what you do. You pitch a tent for the night and you try to get some rest.

Camping in Pool of RadianceFor most D&D-based games, resting was an extremely important feature because it enabled you to recharge your spells. Aside from the elementary feature of memorizing spells or powers, in Realms Beyond, your party members will be able to use the time during an encampment to cook, eat, hunt, collect food, cure wounds or to identify items.

But encampments don’t come for free...

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Source of Inspiration #3: Wizardry

Whenever the conversation touches upon old-school computer roleplaying games, the subject turns to just how difficult those games were. With that in mind, I think it is time to talk about Wizardry, the legendary RPG series developed by Sir-Tech. THOSE games were hard to beat! Seriously hard! Similarly to the Ultima games, most of our team’s first contact was not with the first Wizardry game, but rather with later entries in the series, typically, starting with Wizardry IV: The Return of Werdna.

Bane of the Cosmic ForgeIt may sound strange, but the very first thing that comes to mind when remembering Wizardry IV is its copy protection. The game allowed you to play through the entire first dungeon but then would ask you for a series of digits from a list that was included in the box...

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Sound Design #1: Details are everything

To fork into some different territory and cover more aspects of Realms Beyond, we have prepared a few blog posts about game design and technology. To start things off, let’s have a look at the sound design.

It’s an obvious thing: Atmosphere is not only a visual thing, and it’s not only created by gameplay. There are many more factors at play, so many, in fact, that it’s hard to even count them. Atmosphere is what you get when you put all the components of a game together and everything fits. Often overlooked, but without a doubt, one of the key elements to create an engaging sense of atmosphere is the sound design. Imagine, if you will, an RPG without driving combat themes, or an epic main theme. It would feel like a movie with the TV muted...

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World Building #1: The Regions of the World

The world of Realms Beyond will offer various climate zones, regions and locations below and above the surface. To give you a first look at this variety, we have created just a few examples of very different settings our game will take place in. Please keep in mind, that the visuals you see in these video clips are not in their final but in pre-alpha stage. Naturally, the camera path in these videos covers only a small portion of the respective game levels.

Aside from the visuals, the music in these snippets will also give you an idea how our in-game music will try to underscore the mood of these scenarios.

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