Cobalt Order: Ameliorant is the product of two people: a writer and a coder. We want to create an immersive, well written, and well executed fantasy game in which there is a major emphasis on exploration. We work day in and day out to improve the game in any way we can working in areas such as the combat mechanics and lore.
We look at books like Lord Of the Rings to create our fantasy world. We want the world to feel lively and that the problems in the world actually matter. We build on original lore in order to make this more than your generic fantasy experience.
Lore is extremely important when creating a genuine fantasy atmosphere. We don't have your generic fantasy monsters or renamed animals with funny names to make them seem original. Every thing we put in the game has a purpose for being there in the lore. Every monster you come intact with is in some form or fashion connected to the main lore.
Combat and gameplay:
Before deciding to make this game we took a look at our competition. We felt genuinely insulted at the poor quality of the games being made. In fact it's partly what inspired us to make the game, because anyone can make a batch game. However, it takes effort and time to make a GOOD batch game. In Cobalt Order: Ameliorant we have(and are currently still) in the process of making a fun and exciting turn based combat and weapons system. We are debating what features we currently want in the battle system, but we have a clear direction where we want it to go.
We plan to have smart intelligent writing in the game. It is and should be the most important part of making a text based game. Some may argue that in this instance the coder does more work than the writer, however both do an equal amount in this scenario.
Hello, again! In the words of GLaDOS, "it's been a looong time." Holidays and school have been a killer. We promise we've still been working on the game, but it's mainly been storyboarding and what features we want in the main game (like dungeons)
Right now we've gotten random encounters pretty much covered and the combat system down. We cleaned up the UI from the previous version and added a bit of music our friend made for us. Expect fanfares and a title theme. We also redid the tutorial slightly, but we're going to change it to include our new gameplay features once we've gotten them implemented.
We've also implemented death and how it affects the player with a few randomized death messages that range from cryptic and serious to surrealistic and a silly one because the one thing our game obviously needed /more/ of was its weird humor. I, the writer, have also fleshed out a bunch of the countries and their culture and technology and I'm super excited for when we get to that point. Since Rettis is basically 'Merica and a mix of all sorts of people, I'll be able to give you a few samples of what it's like elsewhere around the world through dialogue and books.
Today we discuss the future of CO:A and what we want for the game to be. It is our official announcement of continued full time development of CO:A.
I outline some of the things that we've needed to update and why progress is so slow.
We have released the tech demo and have a bit of information to share for you.
This article may be a bit lengthy. but it explains, in depth, the aspects of how followers will work in our game. This will inform you in the areas of...