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ANARCHY

Rendezvous

Heyho, ho ho! 🦌

It's December 28th – you know the drill. 😏

If you're reading this, ANARCHY's final update of 2023 is live! Rendezvous (0.1.4) packs big changes to ParAdise's combat & field experience, a whole set of Steam Inventory Items, a new quest UI, pathfinding adjustments – and so, so much more!

Utopia on Earth

The preview already introduced field battles and variations as the two flagship features coming with Rendezvous. Since we've covered them there, I'd like to use this post right here to not only look at what's new, but also at ParAdise itself.

In other words, we'll use Lorna's question as a starting point to pose two questions of our own. What can ParAdise do for you? And secondly, what does ParAdise want from you?

One of Four

Initially, Lorna's little adventure was conceived as a prologue – and in many ways it still is! There's lots of exposition including a whole bunch of question marks. In regards to ANARCHY, ParAdise carries a special responsibility to establish ground-rules from which we can extrapolate the rest of the game.

However, ParAdise also has a story of its own. TRACHI's goal to portray social dynamics is here represented by Lorna's struggle not only to make sense of the world – but to find her place in it, too.

Introduction

At the moment, ImmigrAtion is just a Fragment with a little snapshot from Lorna's past. Those of you accustomed to TRACHI however already know: Things are rarely as they seem. At some point between tomorrow and February 28th, we'll rip away the tapestry and expose the world for what it is.

For a brief time, Lorna will get what she wants. A large load of truth, served with a gigantic slice of humble pie. Fortunately for everyone involved, Lorna won't have to cope by herself.

Vox Populi

TRACHI itself is full of people who love nothing more than to lend a helping hand. Whether it's a battle to the death or any other forms of social interaction, Lorna can count on the fact that everybody involved wants to leave their mark – including you.

After all, some of you were already around when TRACHI's calendars struck 1923. Contrary to our three-day vacation in and around a now famous city, we're no longer just standing by.

The World & You

AUTONOMY's interaction boiled down to triggering dialogue and/or changing scenes. In ANARCHY, we'll also be interacting a lot. However, there is now a whole range of interactable objects eagerly waiting to be used.

From Monoliths to Fragments to Signposts, Quest Boards, shops and doors and ladders – ParAdise already serves an entire buffet of interactions arranged exclusively for you. All of these and the ones currently planned follow a single, overarching goal.

Progression

TRACHI has always been about personal growth. What's new in ANARCHY is the ability to quantify this kind of progress via stats, equipment, consumables or quests. For that matter, a major chunk of development time was spent on establishing pipelines that not only facilitate changes to these systems, but also present them to you.

A user interface that accomplishes all of that is not just a commodity, it's an essential element of every game with an ambition to call itself an RPG. Coincidentally, one of these elements has also been reworked for Rendezvous.

Laundry List

Quests by itself operate on a meta level. They don't do much on their own, but they're often the main indicator of where you currently are within a game. Starting from which quest is available where and when and how – all the way to what they want you to do. Which doesn't count for much if the game keeps that information from you.

For that reason, the Quest UI itself has undergone a complete rework. There is a now clear distinction between quest text (narrative flavour), requirements to complete the quest and – last but not least – rewards. This should give you a clear idea of what you need to do in return for what – and why someone wants you to do it in the first place.

Motivation

For all the breadcrumbs and leitmotifs I'm trying to implement, I constantly remind myself that these things don't necessarily mean much to everyone. If you prefer to run around and kill things for fun, that's okay! In fact, you're actively being catered to.

By far the biggest change ANARCHY brings to the table is the introduction of combat segments. Battles not only constitute the third pillar on which the entire game is built upon, they are also the most striking indicator of how well you've navigated the RPG systems mentioned above.

Frontier

Shortly after the release of 0.1.3 (Marche), I set my mind on transferring combat from dedicated battle maps to the field map itself. Even though fights in ParAdise were already heavily impacted by things you brought along, there was always a potential for more.

For starters, I wanted to put an emphasis on the place you're initiating battle from. Secondly, I wanted to give patrolling combatants the ability to join the battle too. Those are two of the reasons why – starting today – field maps will feature the entire trinity of exploration, conversation and battle segments.

DMZ No More

In effect, groups of enemy combatants are now placed directly on the field. Walking up to one of these then triggers a battle. Every combatant in range is placed on a map-wide grid where you then also get to deploy your friends.

The battle itself keeps running until one of three events occur. Either you win and get to continue exploring – or you're defeated and reconstructed at the last Monolith you rested at. In addition, there is also a new Escape command that functionally works the same as being defeated – except enemies don't get to dab on your remains.

Persistency

No matter how the battle turns, the overall rules of the world stay the same. Things die if they're killed – and stay dead until something triggers a Monolith. This means you're largely in control of respawn cycles, barring those that happen when you're defeated and/or flee a battle.

Most objects (e.g. ladders or doors) remain unaffected by Monoliths. There's also an option to eventually introduce enemies that only (re)spawn under certain circumstances – if they respawn at all.

Coherence

If you've played ExcommunicAtion, you're already aware that spawning things is not a power reserved by Monoliths. In fact, Ganymede himself already publicly proved that TRACHI's people are not as irreplaceable as they claim to be.

In fact, most characters were already a collection of different versions that represent a snapshot of a specific moment in their lives. Which brings me to my final point for today.

Variation

From ANARCHY's (conceptual) birth in February 2023, I was eager to solve two things. First and foremost, I wanted to give you the ability to customize the appearance of TRACHI's people. Like every other type of interaction I mentioned, the primary goal here is to give you more control.

The system shipped with Rendezvous introduces variations as a piece of equipment that changes the visual getup of the character you're equipping it on. To equip as specific variation, you need to have the corresponding Steam Item in your Steam Inventory.

Ecosystem

It's been a big effort building this bridge, but the good news is: We got it built. Integrating Steam into the pipeline enables variations to be driven directly by your Steam account.

In other words: Your personal collection of variations is driven by your participation in the patch-challenges each month. If you'd rather skip these, you can still purchase the Items through the Steam Item Store a couple of months after they're no longer obtainable ingame.

Fundraising

As with everything else I've mentioned so far, the monetisation model also tries to leave you as much freedom as it possibly can. I believe everyone should have a chance to interact with the game, which is why there's no up-front price tag on any of the TRACHI games.

However, I am also incredibly ambitious. There's thousands of talented artists struggling to make a living by producing the same triple-A fanart over and over again. If possible, I'd like to shake things up and introduce these people to an upcoming brand.

Long story short

In my mind, TRACHI deserves to be big. On the other hand, good things take time. That's why I set aside two full years to graduate from RPGMaker to a big boy engine the same way I started as a writer and became a person making video games.

The end of 2023 marks the end of my initial training arc. Starting next year, I'll have to perform. If you'd like to be around for that: I'll be right here! And if there's ever anything you'd like to see – I'd be delighted to make a change together with you!

At any rate, I wish you all the best for 2024. πŸŽ‰ Big hugs to you – and a giant shoutout to both my family and friends for putting up with me. I'll be back in a week or so with more plans and a little roadmap for our journey towards ANARCHY 0.2.

Until then, I remain – as always – your biggest fan! 😊

much love
nory

Rendezvous (Beta)

Heyho, handsomes! πŸ‘‹

In preparation for the big bang on December 28th, a preview build has just been pushed to the Public Beta Branch. Everything from Steam Stats to Achievements and Save Games should be fully compatible.

In other words: you can already get your hands on the Steam Inventory Items by launching ANARCHY's Beta Branch via Steam. The biggest changes have already been covered in the previous announcement, though you can also find a more comprehensive list in the changelog below.

If you run into any issues – even down to less than optimal performance – please leave a message after the beep in this thread.

ANARCHY 0.1.4

Major

Field Battles - ADDED Combatant Spawners that dynamically spawn enemies, effectively replacing Field Impostors. Respawns are still triggered via Monolith activation. - ADDED Auto Starting Battles firing whenever you approach an enemy. Combatants from either faction within a certain range automatically join the battle. - ADDED a Field Grid spanning the entire map so combat can happen anywhere. - ADDED Dynamic Deployment that allows spawning in Group Members in a range of two cells around Lorna at Battle Start.Variations - ADDED Steam Inventory Items (Princess, #801e1e, Erinys) as a requirement to equip variations. - ADDED Variation Equipment Slots unique to each character. These display all available Variations, regardless of whether you fulfil the requirements to equip them.#### Minor General - ADDED GameState "Conversation" to disable the "Combat" Submenu. - ADDED Achievement "Paratrooper", awarded for winning a battle in ParAdise. - ADJUSTED Main Menu BGM from "New Horizon" to "Strength". - ADJUSTED Dialogue Lines throughout ANARCHY.- FIXED VariAtion inconsistencies regarding Fragments. - FIXED MenuScreen (including Save- & LoadMenu) States to properly close when the Menu Button is pressed or the scene is changed.ParAdise - ADDED Ladders as interactable objects to ascend/descend Hills. - ADDED a SignPost as interactable object to receive the Quest "OrientAtion".- REWORKED Trees & Houses & (Lamp)Posts into Game Objects to solve sprite layering issues and improve collision. - REWORKED Collider behaviour in battles to fully Ignore Collisions between objects on the Combatant and Obstacle Layer. - REWORKED Pathfinding into a coroutine running on the individual combatant to reduce unexpected behaviour when dialogue is being skipped.- ADJUSTED Auto Save to occur whenever a game is started, a battle / Fragment ends or a monolith was triggered instead of blindly saving whenever the scene is loaded. - ADJUSTED Lorna's ImmigrAtion sprite from her 1918 version to a new set of 1913 sprites. - ADJUSTED the QuestBoard Interaction HUD message from generic ("Examine") to "ToDo". - ADJUSTED Water Hue to be a bit more blue.- DEBUG Fragment Objects are placed close to the Spawn Point for a more convenient testing experience. Big huggies to whoever scrolled through all of this. 😘

much love
nory

Rendezvous (Preview)

Hey party people! πŸ‘“

We're just about two weeks into December – halfway towards ANARCHY 0.1.4!

Rendezvous (previously VarietΓ©) transforms ParAdise into a battlefield and achievements into Steam Inventory Items. All of that – and more – because TRACHI's people can't wait to leave a good impression on you.

Loose Ends

In Marche's preview, I mentioned a desire to make ParAdise more dynamic. One way of achieving that was to have Battle Triggers (aka Field Impostors) roam the map.

Eventually, I settled for a barebone implementation moving enemies back and forth. Complex behaviours (fleeing / chasing) would require these entities to be actual combatants. At which point we might as well duke it out right there.

Battlefield

Starting with 0.1.4, field maps are populated by enemy combatants. Battles are triggered the same way, but the actual encounters take place where you meet your enemies. Every combatant in range (including Lorna) is placed on the grid and you get to deploy your people in a grid-shaped radius around you.

Structurally, battles follow the same rules as before. ParAdise's terrain however already has a big effect on strategic options. Fortunately, you'll now be able to see who you'll be fighting where.

TRAnsition

Following your victory, your friends despawn and you pick things up right where you left off. Compared to the old system, that's two loading screens we'll never have to see again. On the other hand, there's a whole new level of possible interactions between exploration and combat.

At some point, combatants passing by might be able to join a running battle. Throw both friendly and enemy patrols into the mix – and we're well on our way to breathe life into ParAdise.

Souvenir

If you'd like to take something with you, go right ahead! From December 28th this year, you'll have plenty of opportunities to add more Items to your Steam Inventory. What's more, the Items are also used to change your characters' appearance.

Every character will have their own equipment slot with a different set of Variations. To equip one of these, you need to have the corresponding Item on your Steam Account. The character's appearance reflects the piece you have equipped – outside of Fragments.

Dues

One of the items does exactly what Vanguard currently does. Both cover the same Variation of Daphne. Everybody who has unlocked the achievement automatically receives the Item on the 28th.

Similarly, people that achieved Broken Wings are rewarded with Ganymede's (long promised) first variation, too. It's no secret he likes dressing up – especially if he's got a date. 😏

Enter ParAdise

Naturally, 0.1.4 comes with another monthly challenge. A new achievement – ParAtrooper – is awarded for winning your first battle in ParAdise.

Contrary to previous iterations, this reward is shipped with the update itself. In other words: You'll receive your Item as soon as you get the achievement – until 0.1.5 goes live.

Bread and Roses

If you'd rather sit this one out, but are still eager to get your hands on any of the rewards – we've got your back! Rendezvous also launches ANARCHY's Item Store, where you can browse the current collection at your own convenience.

Barring that, we're also evaluating the ability to trade and or buy/sell these on the Steam's Community Market. The jury is still out on that one, so it would be great if you could let us know what you think.

In Sum

ANARCHY 0.1.4 puts the finishing touches on 2023 – with big ambitions for 2024. Not only is our own little spin on monetisation set up and ready to go, we've also made big leaps towards finding our stride in ParAdise.

The next two weeks will mostly be dedicated to troubleshooting both of these features extensively. However, I'll also work in the other feedback I've received (big thanks to (-_-!) and everyone else). πŸ€—

Either way, I hope all of you have a splendid couple of holidays. No matter where and in which kind of constellation – you can be sure I'll be thinking of you! πŸ₯°

much love
nory