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DIVINE CHRONICLES
The Forgotten Lands
Project Overview
game design/Game Art/environment Art
'Divine Chronicles: The Forgotten Lands' is a 2D text-based RPG adventure game that incorporates light puzzle-solving elements.
Players will assume the role of a traveling alchemist, Mortal, who journeys alongside the armor-clad knight, Borias. As the story progresses, various anomalies emerge——strange illnesses, innate compound eyes and Mortal's mysterious background ……Survive and unravel the mysteries of yourself, companions, and the world as the story unfolds.
Role
Game Designer
Producer
Game Artist
Genre
RPG adventure
Platform
PC
Game Engine
Unity
Target Audience
People interested in Western fantasy stories and text adventure RPG games.
BACKGROUND STORY
‘The Divine Chronicles: The Forgotten Lands’ is a story inspired by a satire of The politicization of religion and a critique of The logic of human behavior that seeks to judge nature.
Mortal's evolution mirrors the decay of civilization and humanity's resilience in the mud. In the narrative, the Knight's comprehension of Mortal represents man's understanding of nature. As Mortal serves as a mirror to the world, the journey aims to soothe its hidden anger and restore the Lord to nature.
The world is divided by climate and topography, each region overseen by semi-divine lords. These beings, offspring of gods, have diverse forms and temperaments. They may teach survival or manifest with the natural order.
GAME FLOW
Early Ideation
CHARACTOR DESIGN
Main Character - Mortal
Profession: Alchemist
Age: Unknown
As a traveler from the desolate Rift Valley region in the south, Mortal wanders with an eye-catching staff and is often mistaken for a novice wizard on a solitary journey. Since it frequently needs medication to prevent its condition from deteriorating further, Mortal always carries a crucible and flask.
Character Story
Mortal, a recently ascended demigod born in the southern Rift Valley region centuries after losing its lord, is still grappling with its newfound powers and responsibilities. Although appearing humanoid, Mortal possesses unique compound eyes and an ambiguous gender identity, necessitating constant disguises with masks and clothing among human settlements. Lately, Mortal has chosen to defy the conventional northward path of trading caravans, embarking on a journey of self-discovery and truth-seeking.
Sketch
*Hover to switch outfit design
NPC - Borias, Aurora, Moskovite
Monster - Southern Lord
The initial concept for the Southern Lord was based on the appearance of a barn owl. The idea originated from the fact that barn owls are often misjudged as some sort of evil omen due to their looks, but in reality, they are fascinating birds. This idea aligns with the story of the Lord being killed due to being perceived as an evil symbol.
GAME USER INTERFACE DESIGN
Story Discovery GUI
Day time
There is always a “Time advance” mechanism in the game.
Time passes when:
an action,
a decision,
or a successful alchemy.
Each time, the Stars on the right side of the screen move one space.
1. Playtime is during daylight when the star is sliding from the Sun to the Moon , and at night when the star is sliding from the Moon to the Sun.
2. Players need to rest enough at night, or the next day when a single action, the time spent will double.
Night time
Potion Making Flow
The potion making environment shown on the main interface area will be various depends on the time and weather, which will affect the potion outcomes.
dusk mode
default mode
Potion Making GUI
Backpack & Notebook GUI
Design of Mouse Cursor Icon
Design of Chronometer Icon
The mouse icon in the usual circumstance.
When an interactive item is selected, the eyes on the mouse icon will open.
When an interactive item is long-pressed and dragged, the open eyes on the mouse icon will turn red.
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