Hello and welcome to the first programmer blog of this project. Before I start, let me start with a brief introduction on what Pantheons of Kreas is and a little bit of history. Pantheons of Kreas is a role-playing game where you start out as a simple farmer boy that seeks out adventure in the world. The combat is based on real-time rather than a turn-based, quickening the pace of gameplay. So far, I have implemented a basic inventory system with active and inactive units, as I’ll explain later, and the base combat system shown below.

To attack, the user will simply click and drag a unit with a border, indicating that it is ready to attack, to an enemy. The enemies will randomly fire projectiles back, so the user must quickly exterminate the enemies before all his minions die! Because there are only 5 available battle spaces for the user to put in units, called active units, we thought that the user should have some more flexibility and have a separate place for the inactive units. Some other features are map movement and NPCs.

This is a menu that will pop up if you click on an NPC. Some NPCs will have the ability to sell items or give quests. The shop functionality is being worked on right now, but will definitely be part of the alpha stage of testing. Quests are not quite as developed as the shop, but I plan to implement it before alpha. Alpha is scheduled to be released before the end of this year (meaning a lot of work for me!).

All the user information is stored in an online database, giving each user the ability to have their personal accounts wherever they go. Right now, I am working on the PC platform, but because of the simple combat system, porting to a mobile environment will not be too bumpy.

Although this is my first dev blog, the team and I started development long before, around the end of March 2014. In the beginning, I started out programming my own game engine in Java, which was very tedious and slow. Having a 3D world at that point was completely unthinkable. After a few months of grueling effort, I switched over to Unity. Progress definitely improved since then, and the team and I came a long way from our humble beginnings. We have picked up many people with many talents along the way, from artists to SFX producers, and the whole development experience has been the highlight of the last 1.5 years.

That wraps it up for this post. I hope you are as excited about alpha release as I am and see you next time!