
Development blog for Rimurstar Productions games and other products.

Area Map
Area Maps display a subsection of the World Map, roughly US state/European country sized, in greater detail than the World Map does. Smaller geographical features, such as ponds, streams, groves, and so on can be seen, and known towns and adventure sites are marked. Similar to the World Map, portions of each Area Map that have not been visited are displayed in greyscale, with possibly missing details. The main difference is that Area Maps are not separated into discrete sections like the World Map; instead, each party has an “exploration radius” around it. Any parts of the Area Map that have not been covered by a party's exploration radius are considered unexplored.
Movement on the Area Map is dependent on the type of party. The primary party (the one the player's character is in) is under the player's control and moves wherever the player selects from the map with a right-click. Secondary parties move based on their orders from headquarters. Speed of movement is determined by several factors: whether the party is mounted (and what they're mounted on), how many characters are in the group, how thoroughly they're exploring their surroundings, and whether they're living off the land. Similarly, exploration radius is determined by the party's overall speed, the number of characters in the group, how thoroughly they're exploring their surroundings, and the highest Scouting and Survival skills in the party.
Local Map
Local Maps display a single site in an Area Map. They provide the greatest detail, displaying buildings and terrain down to a resolution of one to two square meters. Unlike in the other two map types, Local Maps display the characters in the party graphically and may show enemies as well. Also unlike the World and Area Maps, Local Maps rely extensively on light and line of sight. Only the section of the Local Map that is both within line of sight and lit by some sort of light is colored; areas that have been in line of sight and lit in the past are displayed in greyscale, and areas that have never been seen are solid black. The third main difference is that Local Maps are displayed graphically using a tile map, rather than a single large background image or a background image with icons, as the World Map and Area Maps are displayed.
Movement on the Local Map is controlled either with a simple point-and-click interface or with keyboard commands. Speed is constant on the Local Map (characters automatically dismount, and the party moves at the speed of the slowest party member so as not to spread out too thinly in a dangerous area).
Maps, Movement, and Exploration
There are three types of maps: the World Map, Area Maps, and Local Maps. Each map covers a different level of detail and has its own movement parameters.
World Map
The World Map displays the entire (known) world, divided into Areas. Only broad geographical details (large lakes or rivers, forests, mountains, oceans, plains, very large towns, etc) are visible. The Area that the primary party is currently at is displayed with bright, vibrant colors, with a waving flag denoting the actual position of the primary party. Areas that secondary parties are currently at are displayed with less vibrant colors (except if the primary party is already there), with a smaller waving flag denoting their estimated position. Areas that have been visited, but have no active parties present, are displayed with washed out colors. Areas that have not been visited at all are displayed in greyscale and may have missing details.
Movement on the World Map is very abstract. In actuality, there isn't any real movement on the World Map itself. The World Map exists to show the relative layout of the land and to provide feedback on how much of the world has been explored. In order to move from Area to Area on the World Map, a party must move across the boundary of an Area on the Area Map. They are then transported to the World Map and may select either of the Areas sharing the boundary that was crossed to move to – either the Area the party came from, in the case of an accidental crossing, or the Area across the boundary.
Character Attributes
Purpose of Attributes:
Attributes measure how capable a character's body or mind is in a certain field. Attributes provide bonuses to the effective rating of linked skills and may also provide bonuses to other aspects of the character.
Attributes are rated from 1 to 50. Each +1 attribute rating should provide exactly the same effect, no matter if you're raising an attribute rating from 1->2 or 49->50. The diminishing returns should come in from the rising price of increasing the attribute rating, not from reduced effect.
Formula for attribute increase price:
(A^2/sqrt(B)) * 100, where A is the new attribute rating and B is the old attribute rating.
Skill bonuses:
Bold text indicates a major linked skill, to which an attribute provides its rating as a bonus to the skill's effective rating.
Normal text indicates a standard linked skill, to which an attribute provides ½ its rating as a bonus to the skill's effective rating.
Italicized text indicates a minor linked skill, to which an attribute provides ¼ its rating as a bonus to the skill's effective rating.
All skills should add up to 1.5 total attribute rating bonuses, from a major+normal, major+2minor, 3normal, 2normal+2minor, or normal+4minor layout.
Endurance
Linked Skills: Swimming, Survival, Blood Magic, Impact Weapons, Two-Handed Impact Weapons, Brawling, Dodge, Shield Block, Plate Armor, Health, Stamina, Long Blades, Two-Handed Blades, Spears, Heavy Thrown Weapons, Chain Armor, Spellsong
3 major, 8 normal, 6 minor; total skill increase per rating point = 3 + 4 + 1.5 = 8.5