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This is the time to reveal some more design choices I've come up with, to make Displaced stand out. Well, obviously, I'm not focusing just on the story, as gameplay will be a substantial part of it. So, what Displaced has to offer?

Crafting system. Crafting system is omnipresent, yet hardly ever goes beyond "put 2 items together to get a new one". There's rarely any options or decisions and it's really boring when it's a straight path, at least for me. 

So, how do you improve it? By introducing more options and outcomes for a singular item. Firstly, there's 2 main item categories: materials and gear. Materials will be gathered and obtained from combat, while gear will be crafter from it. The catch is that you will be able to craft same piece of gear out of multiple material variations, resulting in very different items. For example, initially you will only be able to use generic "Wood" for crafting basic stuff, which will be okay for bows but not so much for swords (although you will still be able to craft a wooden sword, if you want), but then "Elven Wood" will be introduced, allowing to craft same items but with greater alternative. The same way craft will be utilizing ores, metals, bones and fibers. As you progress, you will be getting more and more options with all sorts of cool stuff. This way you won't hunt eventually epic monsters just gold and exp, but also to use their remains to get cool stuff. 

And all of it will be coming with dynamic icon generation.

The second major thing I'll go through, is the leveling system. For a quite long time I've been wondering how to make it more meaningful than "Your stats grow bigger as you levelup", yet easy to grasp. My approach to this is a trait system. The characters will have a large pool of available traits, but on the levelup you will only be able to unlock 1 out of 3 random traits presented to you (so you have no idea what you gonna get until you actually gain a level, making it always a surprise). You will still be able to unlock other traits you didn't get, but still want to, with money. 

Besides that, the traits will require certain amount of levels to activate, so as you grow bigger, the more traits you can have active in same time. As other stats won't be increasing on levelup, this means that trait options and gear will make the core of characters' strength, which I find rather nice, as it allows to keep numbers in simple order without thinking too much of stuff like level caps and supposed enemy difficulty. 

Last, but not least, we've acquired a side programmer, who will be taking care of most of the mechanical stuff for the project, allowing me to stick to the design and writing. With that, we are getting rather close to the demo release, and assuming we move in same stride, it shouldn't take more than 1.5-2 months. 

As always, let us know what you think and thanks for the attention!

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Comments

Kevin Love

Sounds good.. Can you make certain devs people in either game?

mrkvbb

sounds really interesting:)

Eclipse Productions (edited)

Comment edits

2026-09-06 13:00 I'll admit I am curious about this, but will there be any kind of mod support coming up for this game like in Strive? I know it likely won't be right away, but maybe some time along development in a future release version?
2019-02-09 11:43

KMas

Sounds interesting. The only thing I would wonder about is the random Traits selected during level up. My concern is what does the player do if they're presented with 3 traits they don't want? Or will that not be the case as every trait is in someway useful for every character? I guess that leads into a question of how specialized the characters would be. Is it even possible for a character to have no use for certain traits if their build doesn't favor it? Or is it like Strive where every character is functionally the same, so they can all benefit from every skill, etc?

enkephalin07

The descriptions for demons and seraph just make them people in different clothes. Why excise the moral implications when that is what makes them uniquely attractive and erotic?

enkephalin07

Including average sizes does nothing for sexual descriptions. It's kind of a level-breaker, every passage that includes a mention of it would be better without it. I assume 'average' is that range where size really doesn't matter. If it's unremarkable, why remark on it?

Sichong Zhang

A dynamic icon generator is going to be implied. Does that mean a character portrait/figure generator will also be implied some day?