Silver Lemur Games is currently busy working on Legends of Amberland II: The Song of Trees, a sequel to their Might and Magic-inspired dungeon crawler subtitled The Forgotten Crown. And if you’d like to know more about the new game’s development and learn what to expect from it when it comes to new features, you should check out this progress report.
By the looks of it, the development is progressing at a steady pace, with heaps of contract work being done alongside some engine and editor improvements. The latter should now allow the new game to have more complex dungeons, new tile sets, semi-randomized loot, key puzzles, and illusory walls.
And with all that in mind, right now the game is tentatively headed for a Summer 2023 release. Here are some extra details:
Overview
This is a very unusual project for me. It’s not the first sequel I made but the first sequel to an RPG. Which makes a tons of difference. Typically (read always) the bottleneck is coding. You track bugs, implement features, etc. But with a sequel to an RPG it is a totally different story. RPGs are content driven, so, once you have a solid code base not that much changes actually in the programming department. In short, this project is made quite differently to all my previous projects.
To take this specific situation into account, development was divided into two projects. Project “A” which is about technical improvements (coding) and project “B” which is about making the actual game (content). The first is made using a mix between evolutionary prototyping and a research project methodology, the second using the old classic waterfall model.
What is done
Again, the unusual thing is that a lot was done before the project officially started. I ordered art assets and music from contractors, so they were experimenting and producing some content without my direct involvement. So, quite a lot was ready before it even started. Which is super nice.
The other nice thing is the source code, which is like 95% (probably) identical to the first Amberland. I was polishing the original source code for a few years, in extend beyond the simple support of an existing game, in order to keep the code as similar as possible for as long as possible. So, actually, art of the coding for the sequel was done before the project officially started. Note that 5% difference might sound like not a lot but it’s actually quite significant (to put it into a perspective bananas share 44.1% of genome with humans, yup). Basically, the game was extended and polished before it started (note for example the full gamepad support, dozens of tiny fixes, save system redesign, etc) and part of it was done in order to speed up future porting to other platforms.
So, what actually was done after the project was officially announced? Well, first all experimental assets were evaluated and it was decided what will be put into the game, analysis of the first game was made (part of it was listed in other posts https://www.silverlemurgames.com/2023/02/03/the-design-philosophy-of-sequel-to-legends-of-amberland/) and the coding started. The aim, and the top priority, was to produce better tools for me, to speed up development. A big part of it was reimplementation of the map structure to abstract entities (now you don’t put “tile with a tree” but abstract “tree” shape of variant #3). Which might sound boring and unimportant but is a huge help, since it allows a lot flexibility and convenience for me as a designer. The second priority was the editor. It was redesigned and simplified (and even there was a budget to add some frills), now I have even a cutting edge feature called “Undo” which is super fun since it’s the first time even any of my editor has it!
All right, lets talk a bit about features that are visible to you as a player. The code of map navigation was extended and now it allows things like “alternative entries to locations”, “mixed indoor/outdoor locations”, “portals leading inside other locations”. Which allows some interesting topography and connections between locations to be made. New tile types were introduced (like farmlands), stationary NPCs, more huts and more other things. Some extra dungeon features like doors locked by keys, illusionary walls, etc.
The big thing which was redesigned was resistances system and items. Now resistances have values (for example: Ring of Fire Resistance +10, Ring of Fire Resistance +20) and items can have suffixes “Helmet {of something}”. In the first game all items were hand crafted, which was a noble effort which proven not so great. Now I switched to predefined hand crafted unique items and semi-randomised regular items. Basically it means higher variation of items you find. As a bonus, because now I had more time freed up I could spend it implementing extra item properties (like “Invisibility” or “Heroism”) which were put as item suffixes. The random loot table was redesigned as well to provide a fixed chance for a certain item type (for example now 30% of loot will be weapons, regardless of how many items were “defined”) which means now various item types will have more or less equal chance of dropping so there should not be overabundance of certain items. And yes, because some people will ask, this also means extra staves for mages, actually there are now three basic types of staves so you even will have a choice what kind of magical staff to equip.
In addition to all those features I half made the first (starting) continent to see and test all those new features, I have a rough shape of the overworld map and the core storyline was told to my son before going to bed several times (several variants and iterations). Oh yes, also a small alpha test is in progress, so I can get early feedback and reevaluate what works and what not.
And some other things which are not listed here.
Summary
The project “A” is coming to an end soon, I think. Editor is almost done (just a few features I wish to have before I start to churn regular content). All critical/major systems which were to be redesigned are implemented or almost implemented. So soon I should be ready to start project “B”, and in the meantime or afterwards I will probably spend some time to implement some extra stuff.
Overall, the progress is good. Actually, when the core development is not about coding it’s almost boring, because nothing breaks… Before this project I never realized how expensive and troublesome the coding part is. It turns out that if you have a solid code base and no major features to code it is actually kind of like a walk in the part… at last that’s how it feels right now (or maybe that’s just my impression because my previous project was super feature heavy Stellar Monarch 2, so it’s a striking contrast), we will see. So far, everything is going fine and I see no danger of exceeding the 2023 deadline (actually I would unofficially speculate it should be ready somewhere this summer).