Continent Maps, Ceramic Bombs, and Chaos

GallantGargoyleGallantGargoyle
4 min read

It’s been nearly three weeks since I saw you guys!

All six of you, anyway.

You may be wondering what I’ve been up to.
Or you may be wondering why you’re reading this when you have better things to do.

Either way — rejoice! I come bearing gifts. Since the last update, I’ve added:

  • 10 weapons (yes, with lore)

  • 5 full armor sets (also with lore)

  • An overall timeline

  • New quests

  • A new understanding of Godot!

  • And more…

Godot Tutorial

I went through the official tutorial on Godot’s documentation page, and made the “Avoid the Creeps!” game.

Super enjoyable. It’s a lightweight tutorial that skips the over-explaining and tells you just what you need — loved it.

Finishing it gave me a solid grasp of how Godot handles scenes and nodes, so I’m confident I can put that knowledge to good use building the game. (Or break everything and cry. That’s also on the table.)

Worldbuilding

Worldbuilding has been happening at breakneck speed.

I made ten weapons (detailing appearance, abilities, background, and more flavor text than I had hoped for) along with five armor sets in a single day.
Yeah. I’m that cool.

Also, I’ve decided to launch only rare weapons for Act I.
Hey, it’s better than picking up Iron Sword — Common Weapon for the hundredth time, right?
(Fun fact: there are no common weapons in my game. You’re welcome)

Besides, each weapon comes with enough lore to make your inventory feel dramatic, regardless of rarity.

I’m even planning on letting you guys upgrade them from rare to epic before Act I ends.

As for the spells: I’ve settled on a tiered system, with classifications by type — offensive, defensive, supportive, and more.

For Act I though, I’m capping it at four tiers. Higher-tier spells unlock from Act II onwards.

For equipment, same deal — only rare gear at launch. Gotta lighten the workload somewhere.

But worry not — if the game launches successfully in November, I’ll roll out more weapons, spells, and equipment in a December seasonal update.
(More on seasonal content later.)

In the lore department, I’ve gone overboard.
Seriously, I didn’t go this hard for my actual high fantasy novel.

We’ve got:

  • Background lore

  • Character lore

  • Ancient ruins lore

  • Lore for a random shoe

(Don’t ask.)

Also… Maps!

I used Inkarnate. It’s a great tool — though the coolest icons are locked behind a paywall, alas. So far, I’ve got:

  • A full continent map

  • A starting city map

Designing the continent was wild. I have nothing but respect for Herbert and his world of Dune. Thinking up different regions, checking the plausibility of river paths, debating mountain placement, worrying about forest density — it’s a full-time job.

The five major factions of the game are also more fleshed out now — each with a growing cast of NPCs and roles in the plot.
Some of these characters now live rent-free in my head.

Sneak Peek at a Weapon

To those brave souls who stayed with me this far — here you go.

Pretty cool, huh?

There’s a lot more flavor text, but if I showed you everything now, that’d deprive you of the indifference of seeing it later.

Quests

The questline is alive and kicking!

I’ve come up with the backbone of the overarching story, which spans all three acts of the game. For Act I alone, I’m aiming for somewhere between 20 - 30 quests, which should offer four to five hours of gameplay.

It’s a little less than I’d like — but there are still two Acts to come.
That’s a hopeful ~20 hours total, assuming all goes well and no one rage-quits in Act II.
(I’ll be right there with a sarcastic death screen if you do.)

Mechanics

I’ve finalized the combat system mechanics.

Most text-based RPGs use a turn-based combat system. I find that a little boring.

I’ve come up with something a bit cooler.
A system that involves more than tapping on the attack you want to use and watching the screen go:

“5 damage dealt to enemy”.

Don’t get your hopes up too high, though. That just means more work for me.

That’s All (For Now)

Thanks for sticking around!
The next devlog will likely focus on actual game implementation — UI, dialogue systems, all the good stuff.

Stay tuned!

If you’d like to be a tester, or have worldbuilding/game-making ideas you’d like to share — I’m all ears.
Reach out to me here.

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GallantGargoyle
GallantGargoyle