Not literally. We say there are wonders anywhere we find magical stones with hieroglyphs which can summon the dead and plant zombies everywhere who wear unmarked masks. We represent a nation of triumphant wonder when we can summon such beasts from the mortar, only to find they are actually alive and can speak.

I thought we were human. But that's besides the point. Why wait for apocalypse when we can create one ourselves? It's called free will, you see.

Speaking of free will and wonders of the world, you can discover wonders in Age of Atlantis in the form of artefacts. Just not ones that can summon the dead that covertly persuade their living brethren to suffocate in faceless demise. That would be interesting, though. But I would be forced to turn the game into a shoot-em-up! That would get ugly... and no doubt controversial.

The Artefact System

You probably get it by now. Almost every system we have in place have a name and description. But it is essential. I did blur out the description here because it does give away the introductory chapter, and I didn't want to do that.

But what about the rest of the details?

  • Unlocked by Default - This means that the artefact does not require unlocking to start finding its pieces. This is likely for common artefacts, but the rare and extra rare ones.
  • Rarity - Speaking of rarity, we have the same type of categorisation here as we did with Items. Common, Rare and Extra Rare.
  • Frequency - As explained in a previous article, we have a frequency system with StoryDev which effectively is your experience points. Frequency can go down if you make bad decisions, and this is important to note if you wish to find the many artefacts littered in the world.
  • On Use Context - Artefacts are not designed to be purely cosmetic rewards. They serve a purpose in conversation. That means that if you reach a conversation that refers to a context this artefact belongs to, you can use this artefact as a means of evidence to dissuade attack from the enemy and persuade neutral characters to take your side.

What are Fragments?

Fragments are the individual pieces of a whole Artefact which are either discovered or picked up as story progresses. With artefacts that are common, these fragments are likely automatically obtained through story progress. Rare and Extra Rare take a bit more effort to find.

I intend only to add four Extra Rare artefacts in the game, serving as enormous evidential boosts in the final chapter when you are faced with exposing the cultists who control the Morrowlands and their true intentions.

Extra Rare artefacts need to be unlocked, and unlocking them would require a specific set of choices that need to be made. But that's the first hurdle. Extra Rare are Extra Rare for a reason. The first time you unlock one, you will likely have to do a lot of backtracking and initiating conversations with people who may know where to find the next artefact fragment, and spanning multiple chapters.

Now, then. Where do these Use Contexts come from? You guessed it, it was the button marked "Set Use Contexts" at the top of the main interface.

It's fairly simple. Each line constitutes a single use context, but these are also used to define the context of conversations which we will handle later.

In the next article, we will finish up on our data input forms. These will be for the Special Feature and Achievements.

Developer at home, customer services at work. In my free-time, I enjoy writing and coding.