project-image

City of the Shroud

Created by Abyssal Arts

A tactical RPG where all players' choices come together to drive a living story, created by a AAA veteran and a chart-topping author.

Latest Updates from Our Project:

Writing a Video Game
almost 8 years ago – Wed, Apr 27, 2016 at 11:32:59 PM

Hi Everyone,

Moira has written up a lovely post talking about how she approached writing City of the Shroud, and how she learned and evolved her approach in the process. Grab a cup of tea (or coffee!) and settle in!

...but before you do, remember to join our Thunderclap! We're getting really close to hitting a lot of goals all at once, so like us on Facebook and tweet @abyssalarts to unlock Survival Mode!

Oh, and there's still 1 more amigurumi available! Don't you want to take one of these little guys home?

The hat comes off!!!
The hat comes off!!!

---------------

It’s only to be expected, I think, that writing for video games would be different from writing for novels. What has continued to surprise me, however, is just how different the two kinds of writing are. From a general lack of internal monologue to player input, writing for video games is a different thing entirely than writing for novels—but there are some massive and unexpected benefits, as well!

If you pick up a book on writing novels, a significant number of chapters will be devoted to writing the character arc and pairing it with your world. The main character and the world (or plot) will play off of one another: the main character will ideally be both uniquely suited to resolving the issues posed by the world, and uniquely ill-equipped. In other words, solving the problems posed by the plot will be possible only if the main character overcomes their own internal issues. In the pursuit of that wisdom, they will struggle, fail, learn, and ultimately conquer. However clinical this may sound, I can assure you that as one gets down into the guts of the story, working out this interplay can be exquisitely frustrating and infinitely surprising.

Still, when Keaton approached me about writing the story for City of the Shroud, I felt confident. I had written characters from bored noblewomen to scientific researchers to trainee assassins—and I love video games. I began building a story with, in retrospect, a comical level of naiveté.

One of the first unexpected emotions to hit was guilt. Now, I should have known this was coming, because years earlier, I had read a quote from Fantasy author Neil Gaiman, describing his visit to the set of the movie Stardust, and seeing the set crew building a flying pirate ship:

"I felt so guilty. I wasn’t saying how great it was; I was going, 'I am so sorry I made it up!' Because it didn’t cost me anything, just the price of whatever tea I was drinking and some ink. And now 70 people have spent two months working to build this thing and you can dance on the deck. It was very, very strange."

I had managed to forget this, and it really was very strange to dream up cities and settings, and watch artists spend hours upon hours creating sketches, coming humbly back to me to ask if this was what I had envisioned for the characters and the world. No matter how much they enjoyed their work or how much time they expected to spend working on a world, the experience was a wakeup call: I was no longer chewing on the end of a pen, sitting alone at my desk and dreaming up things I could change at a moment’s notice. Other people’s livelihoods hinged on me not only getting this right and creating an engaging world, but being respectful of their time in the process. That meant that I must do my job quickly and surely, with a minimum of rework. I went back to dreaming, but more seriously.

As I started to write the character, issues became plain: not only did I need to make a character arc largely without internal dialogue, but I needed to show the character in juxtaposition to the world without a great deal of external dialogue, either. This was an idea I had simply never faced before. The world would be shown as it was, not as my character perceived it (a massive shift, particularly from the Light & Shadow Trilogy), and my character’s main actions would need to be comprehensible, while allowing for the characters to feel they had an influence on the story. Oh, crap, would be a good assessment—if a somewhat edited transcript—of my internal dialogue at this juncture.

And this was before we added in the game mechanics, cut-scene limitations, and the opinions of the other game designers. Necessary changes began to accrue, shifting the storyline subtly in an increasing number of ways. I gave up and went to play Dragon Age, which only served to unnerve me even more. Dialogue wheels! Extensive character lists! Multiple writers! I made a gigantic pot of tea and tried to figure out how to tell Keaton that he may have picked the wrong writer for the job. In the end, I didn’t have the guts to do that, and I’m glad I didn’t —because while the solution took a few weeks to click, it finally did. We proceeded to go full steam ahead…

…In the other direction. In retrospect, maybe this approach should have been obvious from the start: with one writer, there was no way we could recreate the vastness of a AAA game like Mass Effect, using dialogue options and motion-capture. Although it was obvious, as well, that we should not have thought of that as a failure: after all, Thatgamecompany had shown with Journey that it was entirely possible to create an outstanding game and a rich story by working within limitations instead of pushing for things that were not possible.

We considered what we had, and what we could do. After all, video games are fundamentally directed by actions. Video game characters could be mostly silent and still reflect the feelings of the player, if they were allowed outlets to choose their antagonists in quests, switch alliances, and suggest new ones. Our protagonist, being an outsider, new to the complex and vicious politics of Iskendrun, would naturally take time to become vocal, with much of their character shown in their choice of allies.

Further, a live demo of the story mechanics showed me the richness that players brought to the world. Their input was endlessly fascinating, changing the world in ways I had not anticipated. We had known from the start that the players would drive the story—and yet I had continued to believe that I would need to be responsible for all of it. What I needed to do was the opposite: sit back, and let the players speak. Have a conversation, through the medium of Iskendrun.

As a novelist, there is the expectation that as soon as the work is out of one’s hands, readers will bring their own perspective to it. It is a new perspective entirely to plan for the engagement of the players to be ongoing, and to prepare for the possibility that it could shift the story in directions I had not originally planned—because once the story begins, the players themselves will be the voice of Iskendrun’s politics. And that means setting them loose in the world our development team has brought to life…and letting the mechanics I set in advance play out.

For Your Consideration: Possible Mechanics 2
about 8 years ago – Tue, Apr 26, 2016 at 02:14:48 PM

Hi Everyone,

Have you used the glowing yellow tiles in combat? Have you noticed the 4 AP bonus you get for standing on or running through them? Controlling those squares can have a dramatic impact on the outcome of a battle, but we think there’s more we can do with them than having them sit stationary on the map, always in the same place:

  • Moving AP Bonuses:

    One gameplay element that I’d like to experiment with is moving the AP bonus to a different tile after you claim it. Right now, claiming and holding bonus tiles is very powerful, and I think that moving a bonus tile to a new semi-random location after claiming it would add some more dynamism to the movement choices you make. The bonus would still have to recharge before becoming available again, so you would have some time to evaluate where it moved to and adapt your strategy.

What do you think? Let us know your thoughts in the comments!

-----------

Just 5 likes on our Facebook page and 12 link shares away and we’re 20% to unlocking Survival Mode! Help us get this in the game :D

Remember to sign up for the Thunderclap!
Remember to sign up for the Thunderclap!

Here are your tools!

  • Use this link when sharing: http://bit.ly/cotskick
  • Thunderclap
  • Facebook - like Abyssal Arts on Facebook and tag us in your post!
  • Twitter - tag/follow @abyssalarts so we can retweet you and keep track!
  • Fan Art Submissions: contact [at] abyssalarts [dot] com

-----------

One last thing: we wanted to give a shout-out to Playerium, our friends behind the character models on City of the Shroud. We worked together previously, both on City of the Shroud and on projects prior to Abyssal Arts! It's been a pleasure to reunite with them and we can't wait to show you what they have in the works!

How Would You Handle Difficulty Variations?
about 8 years ago – Mon, Apr 25, 2016 at 06:17:49 PM

Hi Everyone,

We really love the combat system we’ve come up with for City of the Shroud, and we’re always brimming with new ideas we’d like to try. We’ve been talking about what our options are and decided: why not ask you all what you think?

Over the last 10 days of the campaign, we’ll introduce things we’re considering doing, and you can give feedback, suggestions, or provide a totally new, mind-blowing alternative ;)

Now, these aren’t definitive - they may never make it into the final game, either due to not being fun, or any of a myriad of other reasons. But that doesn’t mean we don’t want to try!

Without further ado, here’s Ryan and his thoughts on difficulty modifiers:

  • Difficulty Modifiers:
    At the end of it all, City of the Shroud’s story is going to be replayable many times, allowing you to view the events of the game from the vantage point of each faction. That’s cool, but I also want the game to be replayable mechanically. Rather than doing something straightforward like Easy, Medium, Hard, I’m thinking of adding a modular set of difficulty modifiers so you can choose any number of different ways to increase the challenge. Rather than just pushing numbers around with things like “Enemies have more health”, I’m thinking of more skill-testing modifiers like “Whenever an enemy blocks one of your link gems, it heals to full” or “When an enemy dies, its allies gain 3 AP”. The thought is that different combinations would yield a varied experience from playthrough to playthrough while allowing you to take on tougher challenges as you choose.

What do you think? How would you like to handle variations in difficulty? Let us know in the comments!

---------------

We’re only 9 likes on our Facebook page away from the first Social Stretch Goal point! Keep pushing towards unlocking Survival Mode!

Remember to sign up for the Thunderclap!
Remember to sign up for the Thunderclap!

Here are your tools!  

  • Use this link when sharing: http://bit.ly/cotskick
  • Thunderclap
  • Facebook - like Abyssal Arts on Facebook and tag us in your post!
  • Twitter - tag/follow @abyssalarts so we can retweet you and keep track!
  • Fan Art Submissions: contact [at] abyssalarts [dot] com

City of the Shroud Is Going To Insomnia Scotland!
about 8 years ago – Sun, Apr 24, 2016 at 07:53:35 PM

Hi Everyone,

City of the Shroud is going to Insomnia Scotland! We’ll be showing an updated demo in Edinburgh from April 29 - May 1. If you’re in the area, come by and say hi!

It’s also the first time Insomnia has done a show in Scotland, so being one of the indie games selected to be there is quite the honor.

----------------

You're closing in on 175 likes on our Facebook page and 50 link shares! Keep it up - only a bit more to go :)

And remember to sign up for our Thunderclap to announce the last 48 hours!

Here are your social stretch goal tools!

  • Use this link when sharing: http://bit.ly/cotskick
  • Thunderclap
  • Facebook - like Abyssal Arts on Facebook and tag us in your post!
  • Twitter - tag/follow @abyssalarts so we can retweet you and keep track!
  • Fan Art Submissions: contact [at] abyssalarts [dot] com

---------------

Shout-Out: Masquerada: Songs and Shadows

2016 has been excellent for ideas in the strategy RPG genre! Similar to City of the Shroud, Masquerada blends strategy and action elements to create a unique style of gameplay, and one that looks gorgeous to boot. Definitely check out their trailer! With an excellent voice cast and positive press previews, this is one to watch!

Graphics Update: New Wheel Art!
about 8 years ago – Sat, Apr 23, 2016 at 09:26:44 PM

Hi Everyone!

Today, we have a very special announcement that has been in the works for a little bit: the Combo Wheel art has been updated, and will be coming to everyone via Steam after the Kickstarter! Bask in its glory:

The art for the wheel was done by Tom Pickard, the exceptional and multi-talented artist behind the environment assets in City of the Shroud! Be sure to check out his portfolio and Twitter!

You can expect to see more improvements as we continue to work on the game and gradually update all the placeholder elements to final art pieces (I’m looking at you, purple UI bars!). Hopefully this gives you a taste of what’s to come!

And did we mention that this is in time for #screenshotsaturday? It’s a great opportunity to rack up points for unlocking Survival Mode and share the updated artwork with other players! ;)

------------------

Please sign up for our Thunderclap and push towards unlocking Survival Mode!

Here are your social stretch goal tools!

  • Use this link when sharing: http://bit.ly/cotskick
  • Thunderclap
  • Facebook - like Abyssal Arts on Facebook and tag us in your post!
  • Twitter - tag/follow @abyssalarts so we can retweet you and keep track!
  • Fan Art Submissions: contact [at] abyssalarts [dot] com