When we established Numantian Games and set out to develop Lords of Xulima, we planned the project to be viable in economic terms and in terms of the time needed for development because we knew that as an independent studio we would need to fund the project on our own. Fortunately, our projections for the time and funding required have so far proven to be very accurate. The development of Lords of Xulima has been progressing at a good pace. We’ve finished about 60% of the game’s content, many testers are already playing the demo version and there is currently nothing on the horizon that poses  [ Read More ]

Balancing the difficulty in games is always a complicated issue, and depending on the genre, the way the story is told, and the game’s mechanics, it can be a VERY complicated issue: Linear vs Non-Linear As one would expect, balancing the difficulty in a linear game is fairly straightforward. If you know the path that the player will be following from the beginning to the end, then you know perfectly well exactly when they will arrive at each point in the game and can set the difficulty accordingly. When a game strives to be non-linear, it has to be designed  [ Read More ]

Random encounters in RPGs have always been a double-edged sword: If they are well designed they bring an element of uncertainty, break up routines and add some tension for the player, who doesn’t know exactly when they might occur. On the other hand, when implemented poorly, they can provoke feelings of desperation, frustration and even boredom as the payer is given a feeling of déjà vu  when he says to himself, is this the same battle that I just fought 20 seconds ago!? Random encounters are also a way to auto-balance  the difficulty of the adventure. They can allow the player to  [ Read More ]

Another important aspect that I would like to address in the development of RPGs is how characters cure damages and injuries. As mentioned in the previous post, in Lords of Xulima characters are not automatically healed after each battle, but instead must be cured by other means. Traditionally, characters in RPGs are healed by resting for a period of time, through the use of potions, spells or by requesting help at a temple or from priests or clerics. In many RPGs, like Wizardry or Baldur’s Gate, the only drawback to resting was that there was a possibility of being ambushed by  [ Read More ]

Death in party based RPGs It’s clear that in RPGs, as well as in other genres, that when the player is represented by just one character and that character dies in the game, there is only one possible outcome “GAME OVER” However, in RPGs where the player controls a group of characters, the outcome is not so obvious: Can the characters die? How about the main character? Is the game over when one character dies, they all die, or simply when the protagonist dies? Can unconscious or dead characters be healed or resurrected? Are there consequences? Personally, I have never  [ Read More ]

Pre-Made vs. Custom Characters When it comes to the use of pre-made vs custom made characters there is not a set rule in the world of RPGs. However, it could be said that there are three main trends: Pre-Made Characters Traditionally, eastern style games (Final Fantasy, Phantasy Star, etc…), often called JRPGS, make the most use of Pre-Made characters. The player is only given the option to change the names or select which of the characters will be in the adventuring party. The advantage of this style is that it allows the characters to have authentic conversations amongst the members of  [ Read More ]

I have always felt curiosity and admiration for existing mythologies in different cultures and religions.  What I am really attracted to is to know how they, with their stories, can explain the origins of life, the earth, or even the universe.  Tolkien affirmed that the great story, to which he dedicated most of his life, was intended to grant England the mythology or the mystical world origin that it never had.  His origin story ended up being published by his son Christopher in the book The Silmarillion. Perhaps in envy of the creative capacity of many authors, some years ago I set out to  [ Read More ]

Welcome to the Numantian Games blog! Here we are publishing posts about the development of Lords of Xulima and the world of RPGs in general. We would like to share our thoughts with you on topics ranging from the original concept of Lords of Xulima to the decisions taken on game design and implementation, especially the gameplay mechanisms. It’s been a long road to get here but we’ve finally officially announced our game and we have a lot of information to share, that we think RPG’s lovers will find interesting, surprising and sometimes even controversial. We welcome and look forward  [ Read More ]