Time for my annual blog post!
Once again, I'm sorry for the long time between posts, but I have a good amount of stuff to talk about, starting with a new logo!
This is the official Aether Adrift logo, featuring the Albatross emblem behind gold lettering. Lemme know what you guys think!
Next, I've got some more finished art to share with you all!
Here we have a heavily armored lady helping a newly found survivor out of his drop pod. Where is she pointing? Isn't it obvious? TO ADVENTURE!
A beautiful environmental shot of a group of voyagers - 2 humans and 2 mikwa - set up camp in front of a precursor installation half buried in the landscape. This is also a candidate for the cover art!
Sam and I have been busily working on fleshing out the world and mechanics of the game, and we're making some good progress. I'm not going to go into extensive detail here, but I'll give you a general rundown of what we're working on.
Fulgori Society
We're trying to flesh out how the non-military side of the Fulgori culture works - how they dress, what they do and what their stuff looks like. So far we've decided that even though they put a big focus on their military, that it won't be a huge part of their home lives. All Fulgori attend some degree of military training as part of their schooling, so that if the time calls for it they have a populace of fighters, with minimal civilians. Women and men are both equal in fulgori society - every capable citizen is valuable.
Weapon + Armor Modification
We're working on fleshing out and tidying up the initial rules for modifying weapons and armor using components found in the ruins dotting the island. This will take the form of adding special qualities to armor - such as resisting extreme temperatures or specific types of damage, and adding special damage types and qualities to weapons, such as swords that can set things on fire, or guns that fire toxic barbs that disable enemies.
Precursor Ruins
Arguably the most important thing on this list is the precursor ruins themselves. We're working on outlining the types of things you can find inside of them - enemies and items - and a system for randomly generating ruins so that no two facilities are identical, and your party will always be pleasantly surprised
That's all for today!