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2021

From Trachi to Kenwich

Hey friends, I've just released the 1.1 (Kenwich) update of the prologue. There's quite a few changes, some of which I'll cover here. They can loosely be categorized into two categories.

Gameplay

  • Dashing is now possible by holding "Shift"
  • Keyboard Reconfiguration (Yanfly)
  • Keybinds can be changed from the "Options" tab
  • Message Backlog (Yanfly) - Displays a log of the last 30 messages
  • Bound to "E" by default
  • Message Speed (Yanfly) - Can be adjusted in the "Options'' tab

Cosmetic

  • Message and name box windows have been revamped
  • Task bar Icon added
  • Version number will now be displayed in the title screen
  • Several events were adjusted slightly, with some of the later stages of the prologue being drastically revamped That should cover most of it. I've also set up the general functionality for a chapter select option and an in-game Journal/Encyclopedia. Both will be fully implemented at a later date. I'll also release more information on Act 1 within the next days.

A decade of Trachi

Hey dudes, since I only recently migrated this game to itch.io, I thought it'd be a good idea to bring you up to speed on a few things. If you are interested in reading previous progress reports, feel free check them out on the game's RMN profile. That being said, let's cover a few cornerstones in the development history of Trachi

Conceptualisation

It's hard to pinpoint a proper starting point, since the idea of creating this particular fictional world is already more than ten years old, and has gone through a lot of different iterations in the meantime. I think it was 2011 when I first started conceptualizing a few places by writing descriptions, drawing maps and the first locations. Back then, the world looked a lot more different in that it was more aligned to a generic fantasy world. Naturally, works such as Lord of the rings, A Song of Ice and Fire, but also Guild Wars and The Witcher series were a big inspiration to me in that regard. I think I wrote between two and three hundred pages trying to carve out the key points and dynamics of the world which didn't have a name yet. In fact, I think to this day one of my biggest struggles is coming up with names that are both unique and recognisable, while also being aesthetically pleasing in regards to their logographic and phonetical form. At some point in the future, I will go more into this, since it's a topic that not only interests me privately, but as a linguist also professionally.

Round two

Alright lads, this is a big one.

As always, though, I'll start with an apology on how I missed last week's report. In addition, I have also not managed to work much on the main game of Trachi, barring a few changes here and there.

The reason for that, is that replaying the prologue made me realize how very much lacking it was in many different respects. Remember how I said that I'd actually remake it at some point after I released the main game? Well, as it turns out, I've changed the schedule again.