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  • DevDiaries

    8 articles in this category

    Ave, and welcome to our seventh DevDiary. In DevDiary 5, we gave you a glimpse into the design of our conquest and legion battle systems. We explained how this made up just a part of our metagame systems, and that we would be dealing with the rest of the meta systems at a later time. That time has come!

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    Ave! You have discovered our eighth DevDiary. Last time, we went over all the character progression systems in the game, including how the loot system works – but there was one part of that we didn’t have time to touch on: Crafting.

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    Ave! Welcome to DevDiary #5, where we take our first detailed look at some of the metagame features of Expeditions: Rome! In our previous DevDiary, we made a brief expedition into the world of art direction to show you how we’ve approached the challenges of bringing the ancient world of Rome to life in a way that feels authentic, yet vibrant and exciting. Today we’ll return to the world of gameplay and system design as we delve into the meta systems of Expeditions: Rome and explore how we’re selling the fantasy of being a Roman legatus on a campaign of war. This time we’re dealing with some systems that are still very much under development, so buckle up for some serious inside baseball.

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    Ave Legate. Side quests! What are they? Where are they? Why are they? And how did they come to be? These are the questions that we will answer in this, our sixth DevDiary. All the way back in DevDiary 3, we gave you a glimpse into our overall approach to storytelling, and an outline of the plot of Expeditions: Rome as well as the major characters that drive it – but when you’re playing a roleplaying game, you don’t expect to just follow the main questline from the menu screen to the credits, you expect distractions; tangents; quirky adventures. You expect side quests, and so help us Jupiter, we will meet those expectations.

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    Ave! Welcome to our very first DevDiary for Expeditions: Rome. After being quiet for so long, we are very excited to finally share more about the next instalment in our Expeditions franchise. This is the first in a series of DevDiaries where we’ll be sharing insights and behind the scenes looks at Rome and its development process. To start, we’d like to share with you our vision for Rome, and maybe a little more on what the game is all about.

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    Ave! Today we have a special, fun treat for our 4th DevDiary. Up till now, we’ve been talking about game mechanics, story, and characters, but in each of these posts we’ve been showing off cool concept art and beautiful screenshots. For DevDiary 4, we’re going to be focusing on the Visual Style we’ve been building for Expeditions: Rome. Since the game is so big, we’ve decided to focus on the challenges we faced in recreating the environment of North Africa in ancient times specifically.

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    Ave! Welcome to our third DevDiary for Expeditions: Rome. In previous DevDiaries, we’ve laid out the broad strokes of our vision for the game, and we’ve delved into detail about the combat system and given you a hint of the myriad tactical opportunities introduced by our skill and item design. Today, we want to focus on what makes Expeditions: Rome a role-playing game: the story, the characters, and the way you interact with them.

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    Ave! Welcome to our second DevDiary for Expeditions: Rome. In our previous DevDiary (link here), we covered the vision for Rome and what the game is about overall. We also discussed this live in our first DevStream which you can watch a replay of here (link here). For DevDiary 2, we’re going to get a little more specific and take a deep dive into our core combat system. So gear up and let’s get started!

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