Fresh update talking about changes in Project Shore over the past few weeks. Spoiler: someone let the dogs out.

Posted by Vallynne on Apr 2nd, 2018

Hello folks! We're back with another round of updates on our game, Project Shore.

New team members

We're excited to announce our collaboration with Linx Agency and writers Oli Chance and Morgan Rushton. Oli & Morgan, who joined our crew as script editors, have made their names working on the localised scripts of a number of critically acclaimed games, including a dozen Dragon Quest titles, Ni no Kuni: Wrath of the White Witch and the recent Ni no Kuni II: Revenant Kingdom. We're sure their experience working with RPG titles will be a great boon to our goal of delivering a unique and unforgettable story of the highest quality in Project Shore.

New dialogue UI

Following the addition of new members to the story team, we spent some time reworking our dialogue interface and adding some much desired functionality.

Apart from the new layout (which should be quite familiar to everyone who has played a CRPG before), this new interface features colored text with inline tooltips. Oh, and if that character to the left caught your attention...

New character models

It was a pretty large undertaking to come up with a new style (which still has to match with our environments!) and make new faces for all the characters in the game, so we tackled the trio of main characters first. So without further ado:

(Click on the names or gifs to view large images)

Morten



Ren



Sigvard





To make things easier for us, characters are now modular, and bodies, heads, hairstyles and beards among other things can be mixed & matched, sometimes producing hilarious results:

And speaking of characters...

Who let the dogs out?

The dogs are in.





Wolves, to be precise - we used the amazing assets created by MalberS Animations to add some fanged wildlife to the Shore. There's more where that came from, but for now, at least our characters can enjoy the fluffy company of man's best friends.

And finally...

Combat Improvements

We’re experimenting with some new features to make battles a bit easier to read:

Characters now push each other away when colliding

Inactive characters during Action phases are slightly faded out and their team color circles become transparent, so you can always see who’s acting right now at a glance

As an experimental feature, we also added a slow motion effect to characters not engaged in action

We need your opinions on this, so please check the video below to see how these changes work in action and let us know what you think!

Thank you for reading this far!

We really want to get everything shown here (and more) into your hands in a playable form soon. But for now, if you're reading this but haven't tried the current demo build yet, remember to download it via the link below and give it a spin!