Fractured State is an RTS game chronicling a civil war in the country of Laperia. In the Summer of 1195 the Ritualist followers of Jefferson Kimmel consolidate in the northern provinces and, along with constables from several city-states, cede from Laperia and form the nation of Kalen. Executor Sor, the Imperialist leader of Laperia, swiftly declares all out war while Kimmel mentors his followers on how to harness the technology of a mysterious ancient civilization.
This week we continue our discussion of costume concepts, including the first concept from our second playable faction- the Ritualists.
Posted by Aldurath on Jul 21st, 2012
This week I will be talking about basic costumes again. The first is a concept for an aristocrat. I mentioned that this world we are creating has an entrenched class stratification in my last posting. The closest proxy in historical terms would probably be Victorian England, where movement out of one's class of birth was next to impossible outside of extreme circumstance. The aristocratic class in our world could be seen as the old guard falling out of power, with certain exceptions within the industrial faction's highest tiers. This transition from power has not really diminished their wealth greatly, and therefore they still dress and live in relative opulence.
The second concept is a banker, who could be said to represent an element of the rising power within the society at large- along with the industrialists. I envisioned bankers and those in similar roles, disconnected from land holdings and wealth derived from it as being byproducts of some degree of inherited wealth but also with a forward vision for investments (but perhaps without an eye to the human costs). I tried to have this be reflected by a style that was more modern without pushing completely out of the general era. I also have to say that this is probably my favorite facial hair so far, just makes you want to run your fingers through it doesn't it? Luscious.
Lastly I have the first example of a costume for the ritualists. Matt and I discussed keeping the costumes somewhat consistent in style as both playable factions come from the same culture. This for the moment makes concentrating on silhouettes rather difficult, but when it comes to designing the units I will be making that a focus. That being said I am unsure about this costume and this is probably the faction I will have to refine quite a bit to be satisfied with their style, but it is a start. In all likelihood these costumes will have fragments of the ancient technology that the ritualists dig up/utilize attached as details- either in the form of brooches and the like or as larger elements with less practical use. I plan to have examples in the next batch of costume concepts.
For my next post I am going to take a detour and do some cityscape concepts. Should be interesting, as I haven't done much of that sort before.