Realms Beyond – A classic turn-based fantasy RPG

rpg tagged posts

First Screenshots

In this post, we would like to present you with the first screenshot gallery with images that we have taken directly from the pre-alpha version of the game. We should point out, however, that parts of the engine and visuals are still work in progress.

As you can see, our isometric engine is optimized to display a lot of items on the screen at the same time, without suffering any performance hits. This has been achieved by combining pre-rendered 2D shapes with 3D meshes. By using dynamic real-time lighting on all these elements, the implementation of things, such as different times of day, are easily possible and have become quite important for our world simulation as a whole.

There is another interesting aspect that you may find intriguing...

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Source of Inspiration #2: Ultima IV

Ultima IVChronologically speaking, to say our sources of inspiration begin with the SSI Gold Box games is actually a bit off. It may have something to do with the fact that most of us are not old enough that we actually entered the world of computer RPGs with games that came before Pool of Radiance. But as a matter of fact, by 1988, when the Gold Box series first commenced, Ultima was already on its fifth sequel with Ultima V: Warriors of Destiny.

Ultima IV Start ScreenIn all honesty, most of our team members never actually spent much time playing the original Ultima Trilogy but that’s not altogether detrimental. The one thing the Ultima series is most remembered for is its unique approach to character generation...

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Combat System #1: Turn-based, RTwP and the Open Game License

After all this talk of exploration and adventuring, let’s turn our attention to more exciting things, such as combat, shall we? It’s a truly complex and crucial subject and during the time when Realms Beyond was merely an idea, we bounced around a number of approaches how to implement a tactically deep, but also entertaining, turn-based combat system in the game.

Dragon Age combat

We knew right from the beginning that we wanted a classic, turn-based system. Other options were certainly worth discussing and evaluating, but none ever struck us as ideal. We all played Dragon Age (the first and best part) which had a real-time combat system with a Pause-option. Nobody here felt comfortable with the concept of having a similar combat system in our game.

So why did we choose to go strictly turn-based over...

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Exploring the World #1: Worldmap Travelling

Aside from the games we already discussed, and the D&D pen&paper system, there is yet another tabletop roleplaying system that had a huge impact on us, particularly during the 90s. Das Schwarze Auge (The Dark Eye) is a German pen&paper roleplaying game system that has been hugely successful in German-speaking areas for decades. In fact, for most of the time, it has been more successful here than the D&D ruleset. Gamers outside of Germany may not be familiar with the tabletop variation of it, but many lovers of classic RPGs will, perhaps, remember its computer implementation, Realms of Arkania.

Realms of Arkania travel mapThe first game in the trilogy was called Blade of Destiny and was released in 1992. It was universally acclaimed for its depth and faithfulness to its pen&paper roots...

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Source of Inspiration #1: SSI AD&D

Pool of Radiance

SSI’s Gold Box games, Pool of Radiance and Curse of the Azure Bonds may just be the single-most influential games for Realms Beyond. It may not be immediately evident since Realms Beyond looks a lot more like some  Baldur’s Gate or Temple of Elemental Evil variant with its top-down view. But once you dig deeper, you’ll notice that there are, in fact, a good number of features hearkening back to the Gold Box Series, such as the creation of not only a single character but that of an entire party. You will have to set aside some time to do this and chances are that after playing the game for a few of hours, you might want to go back and roll new characters. Perhaps you simply want to try something different to see how it feels, since there are so many options...

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Welcome to our blog!

The idea for Chaos Chronicles sprang from one simple fact: We sat together at lunch one day and discussed a couple of recent RPGs like Dragon Age, Oblivion or Witcher and while we agreed that those were great games, we missed many of the elements that you could find in the roleplaying games we played back in the late 80s and early 90s on our C64s and Amigas. Those were very different kinds of games and we missed many of the elements that made those games so exciting.

This was the very first blog post back in 2010, dedicated to a game project called Chaos Chronicles, a cRPG that we had under development at our former game studio, Coreplay, back then...

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