Today, I want to share with you the incredible journey of "Amira," my Middle Eastern fantasy RPG game. Over the course of four years, this game has evolved through seven unique iterations, each teaching me valuable lessons along the way. Despite facing numerous challenges, including limited resources and being from a humble background, I persisted in creating a captivating story centered around a Middle Eastern girl navigating a challenging world.
I will share all 7 iterations that Amira has gone through from 2017 up until today, along side many lessons learned, challenges i have faced, and much more.
Can't believe, its already been almost 6 years? watch the video if you want to find out about Amira the Story driven action RPG game, about a young girl who wants to write her own life by her own hands, how the game came to be, and how it changed throughout these six years, it even jumped between many different genres ! (which is bad but fun to watch :D )
The Future Of Amira
Amira is still alive and kicking, it is still in development, and will be better than ever, however one key feature that we decided to cut was the third person camera, that feature is now gone sadly, aside from that, you will see so many new improvements for the gameplay, and fluidness of the combat, performance and smoothness of animations it will be mind blowning.
As A thank You, i included some pictures in this announcement for all of the previous iterations, Thank you for your continued support, and Amira will be coming better than ever.
Iterations Pictures Ordered From Oldest To Newest
Iteration 1: Code Named : Called Adventure Project
One of the key inspirations for Goblin Camp is Finnish or Finnic paganism. This is the ancient, pre-Christian culture of the people who would later become the Finns. It hasn't survived as a living tradition, but many traces of it still live among us, and we can try to reconstruct at least some of it.
Finnish paganism is a generally used name for this tradition, but it isn't a very good one. The main problem is that in those times Finland, or Suomi, only referred to the area around present-day Turku; most of the people living in this culture wouldn't have thought of themselves as "Finnish" at all. The other problem is that calling it Finnish paganism today makes it seem like something that's particularly associated with the country that is Finland now. That's also not the case, as it was part of a much broader culture that's in no way the exclusive property of Finland or Finns today. Academics use Finno-Baltic or Finnish Baltic, which is a little bit clunky. I think a better name would be Finnic paganism, by analogy with the Finnic languages and peoples, so that's what I'll be using from here on.
The point I want to make with this is that Finnic paganism is part of a broader cultural heritage that Finns share with our neighbors and other related peoples. This is especially important because Finnic paganism has been wiped out in Finland as a living tradition. That means we have to look at other cultures to try to reconstruct what it was like, but at the same time we need to be careful to not start appropriating those cultures as our own.
The roots of Finnic paganism are in Siberia. Probably at least some of the ancestors of the Finns came from Siberia and brought this culture with them. The Siberian heritage can be seen in the general world-view of Finnic paganism, as well as in the many things it has in common with Siberian cultures. Finnic paganism saw the world as something a lot like a traditional tent. The sky was held up by a big pole, or in some versions a mountain. The pole star was where the sky and whatever held it up met, and from there the sky sloped downward until it met the ground. Above the dome of the sky was the upper world, and below the ground was the underworld.
The pole of the sky was somewhere in the far north, in the middle of the great northern ocean. At the foot of the pole was a great whirlpool that drew in water. This is why rivers flow north. The geography here is very Siberian, where rivers tend to flow northward into the Arctic Ocean. It's also why the first map we made for Goblin Camp is centered on a river flowing northward.
Rivers were especially important, because the spirits of the dead traveled to the underworld by water. Our ancestors believed that all living things had spirits, and when they died, the spirits would make their way to the land of the dead. If for some reason the spirit couldn't make the trip, it would stay where it died and cause all kinds of problems.
If Finnic pagans got into trouble with the spirits, they would call on their spirit management specialist: the shaman. Like the Siberian and Sámi cultures Finnic paganism is closely related to, the ancestors of the Finns also practiced shamanism. There are shamanistic episodes in the Kalevala, and a folk healer institution descended from the shamans, the "tietäjä", survived in Finnish culture until the 20th century. Shamans were people who had the ability to travel to the underworld. They would fall into a trance, and their soul would leave their body and travel into the spirit world, possibly with the help of an animal guide. Because sickness and all kinds of mishaps were believed to originate in the spirit world, the shaman could try to fix them. They could also learn all kinds of things from the spirits, but if they stayed too long, they might not make it back to their body any more.
So, let's sum up. One of the key inspirations for Goblin Camp is Finnic paganism. This is the culture of the hunter-gatherer ancestors of today's Finns, who lived in the forests of Siberia and later in Northern Europe. They saw the world as being divided into an upper, middle and lower world. All living things had spirits, and lots of the problems people had were caused by those spirits, or some trouble in the spirit world. These problems could be solved by a shaman, who was someone who was capable of traveling into the spirit world. We'll be returning to all these themes on this blog!
Alchemia Story app version 1.0.126 is now available. Please update it from the Store.
*Please note that it may take some time for the update to become available depending on your environment.
Fixed Issues ・Issue where when the contents of the Limited Time Reward Box are on more than one page, the item at the bottom of the previous page appears on the next page when the item is received on the last page. ・Small adjustments and corrections.
MINOR TWEAKS August 7th, 2023 Heyo, nothing too crazy this patch. The main change is buffing the TTK of some weapons, and repositioning the game info box to the top left of the screen.
Enjoy!
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--- GENERAL CHANGES ---
- Repositioned the game mode info HUD element to now appear up the top left of the screen
- Players can now only have 1 account on their SteamID (this won't affect 99% of players, but fixes an exploit)
- When someone wins a round, the DLC medallion now only shows for people who own the DLC
- Tutorial improvements
--- WEAPON CHANGES ---
- Buffed AK rpm from 400 to 450
- Buffed Ruger damage from 35 to 40, but reduced rpm from 90 to 80.
- SMGs and LMGs have slightly faster bullet speed.
--- SKILL CHANGES ---
- Firestorm projectiles are closer together, but fly a bit slower through the air
- Blade Fury blades now burst out after 1s instead of 1.5s
--- BUG FIXES ---
- Fixed a bug where the final 6 scoreboard would keep showing ranks even when people were playing casual mode
Fixed "Loved by Fans" achievement not being triggered by Miracle panels.
Binding Chains' "Bound" now has its proper duration in Co-op.
Tactical Retreat no longer deflates Swimming Coach.
Voice lines for Mimyuu (Jailbird) passing units while using Make-Believe Prison Break no longer procure against allies and now only for enemies.
Fixed card animations delaying the game-end trigger after Star Devourer runs out of stars.
Fixed Encore triggering a Boss encounter after Boss panels have been reverted to Encounter.
Fixed Sherry Special Line 4 not triggering against fighting Teotoratta.
Spectators can now see taunts.
Fixed Sweet Maker's Magic not removing the Red Bean Miracle Ice Cream floating gift indicator when used by non-Sweet-Maker.
Fixed Sweet Creator, Maker, Blogger and Mio (Festive) not having their wings in the arcade.
Disabled cosmetics and pet display for other players on the CPU selection screen. Host's cosmetics are now properly updated on both CPU selection screen and mini role preview.
Fixed mixer bonuses for Goo and Spores, now correctly and respectively Negative and Neutral.
Adjusted Make-Believe Prison Break's description to mention traveling rather than traversing for clarity.
Every star gain and star loss effect targeted at Big Poppo will now be redirected to the boss that summoned her instead.
Big Poppo now starts with 0 stars.
Players no longer gain an extra 25 stars if Big Poppo is KO'd by out-of-combat damage Fixed player minions not giving stars taken from damaging Star Devourer or KOing Big Poppo.
Fixed visual issue of overlapping co-op level display on decking screen.
Adjusted Tequila's description to mention that Pirate Crew Members are wild units.
Big Poppo now pays out 100 stars and 3 wins if KO'd by non-player events such as Minelayer, Air Raid, Bomber, etc.
Fixed tutorial textures piling up, causing new pages to be added with text from other events.