Redemption The Third Era – Atmospheres of the Third Era – The Diary (Part II)

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[…]

We were advancing inside a long tunnel, Alìa stopped many times to study some traces on the ground and along the walls. She said that something was wrong. Ernam got close to her and they talked for a while. Kimbar reached them, I don’t know what they said to each other, but after some minutes our marching started again with the Damas in the first position. At a certain moment he waved us to stop, disappeared behind a horseshoe bend, we heard a terrible warning shout and after a second she came up again running, her face in flames and her eyes dilated: “Nest!!” she shouted coming towards ourselves. The silence after the bent was broken by terrible screams and ripping grunts. I saw Ernam drawing his big vitrified sword and placing his legs on the ground in a defensive position. Behind me I felt a wave of ‘tension’ that did brush against me and my hair stood up on my neck, the psychokinetic ones were getting ready. Alìa overstepped Ernam and placed herself in front of me. She took off her small axe with a serrated blade that she was wearing on her belt and the steam gun that was switched on with a hiss and a scorching puffball of vapour. Then, the doors of the Abyss opened in front of us…

Ernam rushed on the first monster that appeared in the tunnel, cut off one of his upper limbs with a powerful blow and right away another creature came from the same direction. A burst of green light arrived from behind my shoulders and hit the second beast piercing part of its shoulder and chest, inundating the cave with the stink of burning flesh and with terrible screams. Helena the corruptor had come into action. Some more Xintar came up, I haven’t even been able to understand which type they were from, I just know that they were frightening. Kimbar shouted something and soon after an iridescent energy shield appeared where there was the corridor’s bent. Some of the beasts were able to get through before the shield was completed, but the ones that followed them clashed on it and, while shaking and shivering, they moved away a bit, waiting while behind them some other beasts showed up. It seemed they knew that the shield would have given up sooner or later letting them go their way … how could that be possible? At the same moment I heard a choking scream from Kimbar, I turned back and saw the Tamiara flying against a wall that was bristling with uneven rocks and then collapsed to the ground almost fainting. From the shoulders of the Xintar that had hit him, it appeared the long dagger with an obsidian blade of the Vampire that slaughtered his throat flooding me and all the others, including the creatures that were around her, with greenish blood. Alìa shot, knocking down one of the Rixeens that had jumped on us. The sudden thud made by her weapon, made ourselves and the Xintars jolt. Trag slipped behind some specimen’s shoulders, I didn’t know what it was, and hold its shoulders with his bare hands, the beast shouted so high that almost broke our eardrums and rushed on him biting his arm, then collapsed to the ground with the mark of the metabolist Graunt hands engraved on its skin, which consisted of many small blisters dripping blood and a yellowish fluid. I took off my sword, shining and fresh from vitrification and … I stood still. I felt somebody’s hand that hold me from the hood of my cloak and was grabbing me from behind. “Stay behind Salk! – Helena shouted – You are obstructing my view!”
The Vampire had no longer anything beautiful on her face. Her features changed completely, the lower side of her face was pushing forward as a tiger or something of that kind and her teeth … her teeth were all upfront barbed and sharpened. Immediately I moved away from her, as if she was a far more dangerous beast than the ones that were attacking ourselves. I may be wrong but when she realized that, she seemed to be amused by my dismay. She raised her hands up and shouted as if she was making a great effort. From her fingers some basking yellow flashes busted bypassing Kimbar’s shield and hit three monsters dragging them to the ground. A plume of smoke came out from their chests.
From the corridor’s bent other creatures were coming up and the wounded ones around us were about to recuperate, ready to launch another assault.
“Go backwards! – Trag shouted – Go backwards!”
We started pulling back. A small specimen, maybe a cub, crawled swiftly along the rocky wall to hit us from the side, I saw it and without thinking I pierced with my sword the middle of its ribs. He tried to grip my hand with its claws and when I pulled back my blade, it collapsed to the ground, gnashing its teeth and staring at me with a hated look, however still alive. Ernam cut off its head with a cutting blow and pushed me to the bottom of the line. If Kimbar hadn’t grasp me on the fly, I would have fallen. I must admit that the Tamiaras have an excellent recovery when they are knocked down in a fight.
“We got to go away! – he shouted in order to be heard above the confusion – Alìa, get us out of here!”
The Damas reached me and Kimbar at the end of the line, while she kept on shooting to the creatures that were surrounding us: “How long that shield will last?” he asked the psychokinetic.
He looked at me, grinded his teeth and then answered the scout: “Too less.”
The girl shouted to the others to follow her, tightening up and trying to ward off the attacks of those creatures, we came back on our steps. We reached a hall from which various tunnels were branching off and from one of these a group of half a dozen creatures popped up, amid them one Skegar, one of the most dangerous type of Xintars. The purple scales that were on its body were something wonderful and the crest of horns of the same colour on its head and around its shoulders was almost brushing the ceiling. Something inside me broke, but also inside all the other ones, judging from their reactions.
“Oh no …” I heard Kimbar whisper. He stretched his hand and held the blade of my sword. A blue electrical charge traversed the weapon and some tangling went through my hand going up my arm. The sword was sizzling with energy. He moved away and started searching through his pockets in a convulse manner.
“Kimbar, they screwed us! – Ernam reached us almost breathless and turning his back to us pushed away one of the Rixeens with a hit from his big sword – They are coming from the tunnel that leads to the closer exit, Alìa must find another way out, get the kid out!”
“I can’t find my awrmis crystal anymore! – the Tamiara shouted answering him, while he kept on searching through his pockets – It must have fell down when they threw me against the wall!”
“You have a bag full of them, use them!”
“This is not the way it works Ernam, I need the big one to open up a portal and I cannot find it!”
Those two stared each other for some moment, completely dismayed. Trag landed on his back in the middle of us with an open wound on his chest. Instinctively I bent down to help him, but he ordered me to stay behind, while with his hand, freed from his huge spear, covered his wound, closed his eyes and his eyelids started trembling. A wither shade of pale came out from his fingers flooding the gash on his chest stopping immediately his blood loss. Ernam helped him to raise up when he gave him his hand.
“You got to do something more, Trag, – the berserk told him – it is not enough to stop the bleeding, you must close the wound!”
“Do you think this is the right moment, Salk?!” without saying anything else the Graunt got his spear while he deepened its shining awrmis tip in the belly of another Xintar that launched another attack.
From one of the various tunnels converging in the hall we heard the sound of powerful nails scratching the stone and the graceless grunts of other creatures approaching. Alìa’s face whitened reaching almost the diaphanous paleness of the vampire: “They are all coming here to protect the nest! – she shouted with her voice cracked by panic – We shall spread out and find another entrance!!”
At that moment another swarm of breasts burst into the hall. Ernam launched the most frightening scream I ever heard in my whole life.
For a moment all those creatures stopped as if they were frozen and for a second a complete silence fell. Then Ernam screamed again: “Ruuuuuuun!!”
We launched ourselves in every available direction as if gone crazy.

Some hours have gone by and I had no news of the other ones. I don’t know how long those creatures did run after me, I never thought I’d be able to run for so much. I have been compelled to stop in order to take my breath and relax my muscles, but now I have to recuperate and look for an exit, I have rested enough.

[To be continued…]

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Redemption The Third Era – Atmospheres of the Third Era – The Diary (Part I)

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Atmospheres of the Third Era

We have decided to inaugurate a new section of our Blog, entitled ‘Atmospheres of the Third Era’. This section will contain short tales and stories coming to us from the Redemption The Third Era‘s world. This will allow you to learn more about the vast world where the Game is set, its main characters, places and all its people lifestyle.

Halloween is coming and we want to start this new section with a story having a little bit macabre sense. Here you can find a taste of it. The rest of the story will be published on Friday, 30th of October, while the end will be on 31th of October, our little way to celebrate with you the horror night!!!

Enjoy!

The Diary (Part I)

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Dear Diary,

… it seems a foolish beginning to me, but I believe this is the most appropriate one…

I never wrote a diary and quite frankly I have always found the idea of keeping one quite ridiculous, but when I opened my back pack to get a food ration and I saw this little notebook and the pencil I couldn’t resist.

Following the expedition inside these caves has been the most wrong decision I ever took. The Master Ivoré of the Fighters was clear about it, she told me not to do it because I wasn’t yet ready, but I wanted to come anyway. The other members of the group were all expert Xintar Hunters, or at least that is what I believed when I decided to follow them and now I don’t even know who has been left alive.

I knew it would have been dangerous, but coming back to Suntears with a precious piece of equipment taken from the scales of a Xintar, would have portrayed myself to the eyes of my Academy companions like a hero, now instead I feel like a perfect jerk.

Everything has happened so quickly that my recollections overlap, despite the fact that just few hours have gone by.

We were in formation and were going through a narrow passage. Alìa was opening the way, the Damas scout, was checking the marks left by those beasts going from one shadow to the other, then came Ernam, my berserk friend, a Salk like me, I was the third one in the column, behind me there were Trag, the enormous Graunt metabolist, Kimbar, the psychokinetic that came from the forests of the Tamiara and closing the line there was Helena, the corruptor Vampire. I felt safe, Ernam had told me about them and about the expedition they were setting towards those ‘damned caves’, they were a group of adventurers very well trained and experienced that have already worked together gaining various successes. I told them I would have liked to join them, it seemed a great way to spend my last weeks of vacation before the last Academy year started. Ernam answered that it wouldn’t have been appropriate, that it would be very dangerous, that I could become an obstacle for the other guys and that I would have had all the time in the world to gain experience and then become a Xintar Hunter for all purposes. I must have preyed to him crying like a child, because he finally accepted. The other welcomed me like some kind of a lucky charm mascot, even the vampire proved to be friendly …in a matter of three days we left and when we sighted an entrance to the Caves I wasn’t any longer scared by her …

At the beginning everything was fine, a handbook expedition. Alìa gave us some weird luminescent sticks, three each, that allowed us to see in the darkness of the underground without drawing the attention of the beasts with a powerful light, she recommended to turn on one and wait until it would be consumed, before using the next one, not to damage them and return them at the exit because once we had gone back to the Chasm she could recharge them.

Everything seemed to be perfect…

We met some tiny Rixeen, … I have never seen anything more frightening, a muddle of fangs, claws, horns, quills and scales as tall as me … and this was one of the smallest Xintar species … The ‘did’ tear it down and I helped them in a ‘valiant’ way, as the Tamiara pointed out laughing. We met some other Rixeen and we have even torn down a Rudurck cub (I confess, My Diary, that when he appeared in front of us, despite having seen it in various study texts, I almost shit in my pants, and that was just a puppy!). When the fight was over my duty was to take out from his entrails the glands that produce venom, it seems they are paid very well on the market, what the books or the Masters do not say is the vile stink that comes out of the bowels of these creatures, I think I didn’t throw up only because Trag, the enormous Graunt, was close to me in order to check that I wouldn’t pierce the glands ruining them. At the end he nodded solemnly saying that I had done a great job, then showed me a heap of rocks behind which I could throw up in privacy.

I began to feel like a ‘real’ Hunter, when everything collapsed …

[To be continued…]

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Redemption The Third Era – From the idea to the Playing Card

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One of our main shortcomings is our fussiness, we are very much alike the Damas in this matter, this brings us to lengthen the work times.

Our playing cards are all born following the same ‘long’ procedures.

We start from the idea of the subject to be featured, the Picture. All the data that pertain to him are inserted into a Format from the Creative Director (Silvia) that will then forwarded to the Illustrator.

The Format, beyond the indication of race and sex to whom the Picture belongs to, contains:

  • a description of the posture;
  • the hairstyle;
  • Picture’s facial expression;
  • the clothes;
  • the equipment;
  • other extras that are put on;
  • the indication with the illustration of possible tattoos or wounds;
  • the orientation of the light points;
  • some technical details concerning the Picture’s file (dimensions, resolution, etc..).

The Illustrator in addition to the Format also gets a detailed description of the somatic characters of the race Picture belongs to and a cut of the Backdrop where he will be position. Very often all this is accompanied by explanatory drawings that are used to create weapons or particular accessories.

The Illustrator, after having received the material, starts working and prepare his first black and white draft. The Creative Director points up possible changes to be made, and the Illustrator starts to set everything up and to the final realization, after that everything will be coloured by a Colourist or by the Illustrator himself.

When the Picture has been coloured, it comes back in ‘our’ hands for the second part of the procedure. At this point the adjustment phase begins. This will allow the Picture drawing to transform into a real Playing Card.

The Picture is placed on the definitive Backdrop which is the same that has been given to Illustrator and Colourists, but in a higher resolution. In some cases the scene can change completely due to technical reasons or because, once the work on the Picture is over, it will fit other types of settings.

During this phase our Main Illustrator steps in (Andrea, that also is the backdrops Illustrator) that having in front a complete Backdrop and a Picture, will work on them to adjust possible shadows, the perspective, light points and get everything together and more charming. In this phase too we reach the positioning of the Shell (that is the frame that surrounds the Playing Card). Despite the fact that all Illustrators and Colourists that work with us are very good, Andrea’s interventions are at times miraculous, because they are able to melt perfectly the Picture, the Backdrop and the Shell, thanks to an ‘overview’ that only someone that is well aware of the setting and of the world of Redemption The Third Era may have.

The Playing card with its Shell, that is different if pertains to a Hero Playing Card or a Character Playing Card, now gets into the hands of the Rules Creator (David) who will insert the Basic Features and Skills of the Playing Card.

At this point our ‘drawing’ has turned into a real Playing Card which is ready to face the testing phase that is used to establish if the inserted Skills have been fine tuned or need more adjustments.

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Redemption The Third Era – Roadmap II: Evolving

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Regard to the game, we are taking decisions that will have a fair impact both on the work we are carrying on and on the game itself. It is so because, given that we are provincial artisans, we want to do things right.

Finally we  established basic features the game will must have at time of Closed Beta launch and those ones will be developed during this phase.

Before the launch of the Closed Beta, Redemption The Third Era will have to provide the following game modes:

  • ELO: in this game mode, with a weekly frequency, players will clash in order to increase a general score adopted from chess. Depending on their ranking score, players will receive weekly awards;
  • PTE (Play Them All): in this game mode, players will be able to use, for  a single time in a 24 hours period, all the cards in their possession to create various decks and to fight against their opponents. After using up the available cards, the player will no longer be able  to play this game mode. Each win will allow to earn points. At the daily reset time of the game it will be assigned awards to the players who will have the highest score in this play mode and all cards will be available in your Collection again for a new PTE;
  • Practice: the game will allow you to test your decks in friendly challenges, in order to evaluate their real value on the battlefield without putting at risk your positions in the rankings;
  • Monthly ranking: each match that has been played in any unfriendly mode will earn points to the player. The players with the highest scores will be awarded on a monthly basis.

At the same time the following features will have to be implemented:

  • Market: the place where you will be able to buy and sell your own cards;
  • Shop: the place where you will be able to buy bags containing new cards;
  • Deck Builder: a place where you will be able to create your own decks;
  • Awards for the daily login: a system that will reward most assiduous players who play once a day will be developed;
  • Buddylist: management of the friends in the game.

After closed Beta launch Clans, Gang or Guilds will be enhanced. Foremost their impacts on game will be the following:

  • Creating power supply system for the Clan/Gang/Guild, related to quality and quantity of play of each are member belonging to;
  • Creating a system of battles between Clan/Gang/Guild;
  • Creating a system of rewards within the Clan/Gang/Guild.

Maybe these choices will impact on the dates of the Closed Beta outset. Any changes will be announced in later posts, as soon as we have evaluated the impact of these options on the development times.

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Redemption The Third Era – Gameplay III, Playing with Redemption

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It is time to analyze how is executed a standard match of Redemption – The Third Era. Assuming each Deck will have to follow its own strategy in order to be competitive and to win some matches, each of these will have to be formed by a Hero Card and eight Character Cards.

Once the play system has coupled the two players who will fight each other in the battlefield, the system will automatically choose four of the eight Character Cards in the Deck that will fight with the other four  Cards selected from the opponent. At the same time the players will be informed about who will make the first round.

At this point the active player has simply to show his opponent which Character Card he wants to play firstly, by selecting it without knowing the opponent’s response. If this has been done, it’s up to the opponent to choose the Card to be used in order to meet the challenge. This is the first choice with which players will intervene in the fighting. When these choices will be made, the battlefield for the single fighting will be outlined.

 The system notifies the players of activated Heroic Skill for the selected Cards. This type of Skills has no ‘costs’ of activation but only ‘conditions’ of activation. These conditions of activation can be the most varied and linked to each variable component of the Card: Race, Corporation, Strength, Constitution, Fame, Number of Attacks, and so on.

After setting out the activations of the Heroic Skills, the system will wait the players’ choices: both players will choose the Skills with activation cost for the Character Cards. This is the second point in which the player has to make choices. These choices require both the knowledge of the Deck strategy and a certain foresight depending on the Cards selected by the system for the match: the activation of one or more Skills of the Card makes its power increased, but it decreases some of the resources that the game makes available for the Energetic Pool. Postponing an activation of a not helpful Skill can allow to activate it on a Card for a further fighting. Here there are involved a number of components of the game that make each game unique: the bluff, the game viewing, the type of Deck, the insight both of the opponent Deck and of the way the opponent could play it.

Then the two Cards automatically fight each other, starting from the Card chosen by the player’s turn and all the planned actions are carried out: the activation of Skills at the right moment, the exchange damages for each attack. If the Constitution value of a Card is reduced to 0, this is captured by the opponent Hero and it gives its Fame to the opponent. If no Card reaches 0, you get a draw and no Fame score is assigned.

After having performed the four fighting expected for the Cards, the player with the highest collected score of Fame will be the winner. Then the provided scores for the players in terms of caps and experience points and other various types of being examined awards will be assigned.

Once the assignment of scores will be completed, you can start a new match.

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Redemption The Third Era – Gameplay II, Character Cards

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Character Cards have their own basic Characteristics and some ‘activable’ Skills. They belong to one Race and they may refer to one specific Corporation.

Character Card

Character Card

The numeric values present on the Card have different meanings depending on the color of the ‘box’ in which they are placed: the yellow box on the top right represents the Fame of the Card, the red one on the bottom left represents the Strenght and the blue one on the bottom right represents the Constitution. Moreover, the number of swords showed on the Card determines the number of attacks the it basically launches during a battle versus another Character Card.

  • Fame: this value identifies the reputation of a Character. It is transferred to the Hero opponent in case of defeat in the fighting with another Character. Losing a fight means then to give Fame points to your opponent. The sum of Fame points, for each of the two sides of the battlefield, will define who will be the winner of the match. Often Cards with big values ​​of Fame are also cards having particularly good performances;
  • Strength: it is the damage to an enemy with a single Basic Attack;
  • Constitution: represents the number of damages that a Card can receive without die. If this value is reduced to 0 or minus, the Character is ‘captured’ and the opponent receives as a reward the Fame value of the defeated Card;
  • Number of Attacks: during the fighting between two Characters, they will inflict to their opponents, for a number of turns equal to the number of attacks, damage equal to its power;
  • Skill: each Card has three Skills available and they can be activated if there is in Energy Pool the sufficient amount of energy to pay the price.

Each value showed in the Card may be modified by both the use of the Eroic Skills and by the use of its own Character’s Skills. Obviously, the opponents too may interact in the same way with the values of the Cards. These events take place all in the combat phase.

Each Character Card will be part of a Deck. The synergies that can be created between Characters and Heroes will be the core of a good deck building. The first point to consider is how a Hero that for example produces only Movement energy, will preclude the activation of the Character’s skills that requires a Blood or Mental Energy cost to be activated. Other types of synergies will come from the Card Skills, below you can find two examples:

  • the ability to convert energy into another type of energy: at the cost of 2 Movement, the Meditation Skill will allow their Pool to get 2 Mana;
  • the increase in its own Characteristic or the decrease in a opponent Characteristic based on the number of similar components in the Deck: the Skill named Rain of Arrows will inflict the enemy’s Card an amount of damage equal to twice the number of Tamiaras in the battlefield.

Next week, with the Gameplay III, we will speak about Decks and fighting  dynamics during a match.

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Redemption The Third Era – Gameplay I, Hero Cards

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Cards are grouped into two big categories, Hero Cards and Character Cards. The main difference between these two types of Cards is the role they play in the decks creation: a deck can contain a single Hero, which has many functions and the main purpose of being the basis of the deck, and eight Character Cards. Each of these last has its own Features and Skills which, in the deck creation phase, have to be as much as possible in line with the features of the Hero in order to create possible synergies and winning strategies.

The Hero Cards provide the player with an Energy Pool consisting of:

  • Movement
  • Mental Energy
  • Blood
Hero Card

Hero Card

These different values of Energy are needed to enable the Characters’ Skills that are part of the deck.

For each round of combat the Energy Pool is filled, starting from the basic Features of the Hero and adding up to the previously possible unspent values: the number in the green box represents the Movement, the number in the yellow box the Mental Energy and the number in the red box the Blood. It doesn’t mean that the three types of Energy belonging to the Pool are in full produced by each Hero, in fact the production of Blood, for example, is a prerogative of  Vampires only.

The Hero Cards are characterized by the following features:

  • Race: one of the six currently playable (Damas, Graunt, Humans, Salk, Tamiara and Vampires);
  • Corporation: a Hero can or not, just like a Character, belong to a Corporation;
  • Energy production values;
  • Heroic Skills: they have not an activation cost, but they become active if certain conditions occur during the match (for example a Heroic Skill can be activated if among the characters on the battlefield there are two or more belonging to the same Race of the Hero); each Hero has two Skills at its disposal.

The Hero never comes into the fight, but he is the Leader of the group of Characters and he provides support to every single Card in each battle, either through his own Skills, both through the energy production that allows the activation of the Skills in the various Character Cards.

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Redemption The Third Era – Cards: Work in progress

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Regard to Redemption The Third Era, the Cards are grouped into two major categories: Heroes and Characters. They have different roles in both decks creation game itself. For example, the Characters fight each other and they have some Skills can be activated by the Player with a fixed cost while it is up to the Hero provide the required energy to pay the Skills activation by individual Characters.

The Card consists of both the drawn Illustration and a Frame, the latter is different depending on whether it is a Hero or a Character. This difference is due to the need of representing several features that differentiate Heroes and Characters, moreover it provides the Player the means to recognize the type of Card with a simple and intuitive way.

Because Cards are key point of the game we are setting up, all that is built in terms of both gameplay and graphics contribution, originate from, or is compared with them. This has led to a wide evolution of the Card and a lot of tries had led to build the current Frame.

Regard to the Illustrations, they were drawn by different artists with the constraint of being realized following specific features suggested by the company and on a background which was provided from time to time. All backgrounds were made by Andrea, one of the project founders, and it allows to obtain Cards with different styles but associated by backgrounds realized by the same hand (as more specifically discussed in our post ‘The Style of Art’ of 22 May 2015 ‘link’).

For the Frame, one of our main needs was to have a dominant neutral color that would fit each type of Card and each kind of the client background. For this, we started from an unique Frame for both Hero and Character, with a very light color that vaguely could recall the texture of the rusty metal, but it resulted too imposing and it reduced the Card design itself.

After this attempt, there has been a first revolution that has led to adopt also one of the typical features of the game that we are building, a characteristic alternation of black and yellow, as a representation of the radioactive danger. After a series of tries we have come to what we now consider the final Frames, one version for the Heroes and one for Characters.

In both cases we have examined which features should be visible at a glance and which ones should be instead subject to a deeper investigation. We were looking for a balance that would be suitable for both experienced players and novice players. This is also why we have different levels of Frame: one with the minimum information necessary to recognize and use the Card with a single glance, and one that include the availability of names and costs of the Skills.

During the building of the various game screenshots, we realized how sometimes there has been the need to have access to the Card in its entirety and without mediations. For this reason we have created a system that allows an improved viewing of Card and its Skills, embedding the Card itself. We have made it inspiring to the Damas technology that mix a number of electronic components to a number of old style analog components. Their technology involves the use of screens with the ability of displaying written signs but, for example, they do not allow the insertion of images or other colored elements. To overcome this we have created a superstructure that contains the screen, so creating a system that allows you to display the cost of each Skill of the individual Card and the explanation of its functioning.

The next post will be still centered on the Cards and how they impact on the gameplay, in the meantime we leave you with some of the tries we have done over time before we get the final Frame … a little bit of madness does not hurt!

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Redemption The Third Era – Market

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Contrary to the current trend of such games, Redemption The Third Era will include the Secondary Market of Cards, which is a way that will allow players to buy and sell the cards they wish both to enrich their collection and improve their decks.

The market will be characterized by a very simple policy: each player will be able to sell his own card at a certain price. This will allow the bid to be launched on the market and to be compared to the other ones concerning the same card.

The provided functions will allow to:

  • add a card to the market, specifying the selling price;
  • remove their own offer from the market;
  • buy a card from the market.

Because the market is managed by Salk people, traders par excellence, they will withhold a small commission, between 2% and 5%, for each successful sale.

We consider the market a very important part of the game. Following the market and understanding its trends and dynamics will be integral parts game components. They will not be essential, but they will permit you to exchange your own cards with different others in order to test various gaming solutions. At the same time you can enlarge your own collection by exchanging any excess cards with the most widespread currency in the postatomic lands of the Third Era: the caps, namely the bottle caps.

The Sale and Purchase features of the cards are here described with pictures.

GPMarket0

Card selection and options. One option permit to sell card into market

GPMarket1

Price of card selection

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Single card buying

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Player market insertions, with an option permit to remove card from market

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Redemption The Third Era – Roadmap

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Roadmap

It ‘s time to share with you the Roadmap that will lead to the launch of Redemption The Third Era.

This Roadmap is the current one, but it is constantly changing. For this reason we will make regular updates with other posts in our blog. We just want to let you know the progress of the work so that you will be ready at the time of the closed Beta release.

August:

  • Last week of August: End of the engine basic developments for client fullfilment.

September:

  • First week of September: Finalization of the Market development.
  • Second week of September: Finalization of the Deck Building system development, starting development of the Shop.
  • Third week of September: Development of HUD and start of News System design.
  • Last week of September: Closing work of graphic production of the cards. Starting work on cards graphic integration in the game.

October:

  • First week of October: Finalization of the Match development. Start of News System development.
  • Second week of October: Start of Cards calibration procedures; start designing the Game Modes.
  • Third week of October: End of Shop and HUD development. Start of integration with Facebook to login and post. Start integration with the PayPal payment system.
  • Fourth week of October: Start Gameplay development.

November:

  • First week of November: End of the HUD and News System development.
  • Second week of November: End of the Shop development. Finalization of the integration work of the card graphics in game. Finalization of the integration with Facebook and PayPal.
  • Third week of November: End of the Gameplay development.
  • Fourth week of November: overall Revision of the developments.

December:

  • First week of December: overall Revision of the developments.
  • Second week of December: first calls for participation in the closed Beta will be sent.
  • Third week of December: Start of the closed Beta.

January: For the month of January, we foresee development activities of additional features to be tested during the closed Beta and the bug fixing. In this month we will also make the necessary adjustments for the publication of the game on Android and iOS platforms.

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