Zaharia is Finally on Kickstarter!
Go to our page to make your pledge and share the word with your friends!Read More
Inner Void Interactive is an indie videogames developers team
The magic system we want to implement in Zaharia will distinguish from the ones usually found in classic fantasy, as it will offer a different version of the magician, that will not be a portable siege weapon, but will play a his own role in the game consistent with his background.Read More
Here are some tracks for Zaharia, by Luigi Di Guida, our talented composer.Read More
In many RPGs we see that all the characters are sorted in one or more classes that define their specialization and abilities. The different classes include the more common stereotypes, like Warrior or Mage, but also some variations like the Farsighted Druid of the Sacred Forest or the Flying Thief of the Legendary Shadow.
The classes have surely some advantages: they allow the players to clearly and quickly understand the specialization of the character, besides contextualizing the time spent by this character in his youth to learn that precise specialization. Obviously, there are also some disadvantages. For example, in a lot of RPGs some characters can’t learn some skills, and the player is somehow limited in developing his character, without a reasonable justification. It is plausible that a warrior can’t be particularly trained in public speaking or that he hasn’t studied philosophy, but why should the learning of these abilities be limited, if not even forbidden?
In this Dev Diary we’ll talk about the game’s world, leaving aside for a moment all the details on the setting and focusing on the conceptual basis of the game design on which we’re building Zaharia.
In RPGs the player plays as a specific character, and through him he makes choices that, in theory, should influence the surrounding world. One of the first things that game designers study concerns the importance of giving all kinds of feedbacks to the player, and of making him understand that an action leads to one or more consequences. However, this principle isn’t often applied to all the elements that form a videogame.Read More
Here are some pre-alpha screenshots of our prototype. Others will follow, showing other sceneries and fights we are preparing for you. Stay tuned for more!Read More
This second Dev Diary is about the most popular religion among the Zaharian Empire, because we believe this to be an important element for creating a realistic world, with its own specific people. History shows us how religion has always shaped peoples and societies, so much that we can’t possibly give it a minor role in what we are realizing. We can’t forget the impact that spirituality has over the material world.Read More