Wecome to Journey for the Crown website where you can view news updates and changes to our game.
Journey for the Crown is the first title for Cover Club Media, an independent game studio located in Toronto, Ontario. Journey for the Crown is an isometric fantasy adventure for anyone who is passionate for old school RPG games.
Journey for the Crown does not currently have a release date as of yet, but we would like to think it should be ready in a couple years or less. At this stage we're creating areas to adventure in now as almost all of the coding and and the majority of the assets are done.
Be sure to follow and subcribe on the following social media pages.
Just finished making a short video on how I was able to make cloaks for characters in Journey for the Crown. I'm very happy with the outcome especially since it will be saving me a pile of time when creating more characters to add to your adventures.
Oct 9th, 2017
To the design board today. Making a dragon which took about 6 hours to design, rig and paint. I'm going to rig this design up properly with Inverse Kinematics to make it easy to animate.
Sep 26th, 2017
Building a terrain seems like such a simple part of game design but it's quite hard when you're challenged with the many obstacles of game design. I've been routinely creating those naturalistic elements for the first level, our characters home.
May 11th, 2017
Tonight I've been working on textures and drawing for some cloth armor. While working on this I noticed several animations and uv mapping issues. I made some of these quite a while ago so they needed to be fixed up, which put the brakes on getting a couple sets done.
Apr 23rd, 2017
I wanted to get another set of armor done while watching the leafs battle the caps tonight. Here is a my barbarian set. It looks pretty decent when in game. In Journey for the Crown the view in game has quite a bit of distance to it allowing me to spend a little less time on detail.
Apr 21st, 2017
Today I needed to build shops and merchants for our game. The details and code involved with the current drag and drop inventory system was really complicated yet functioning flawlessly. I really wanted to continue this integration into the merchants that will be scattered all over the game.
Apr 21st, 2017
Today, I spent some time working on a new set of armor that I am hoping to use as some evil guard complete look. I am quite happy with it and it only took a few hours to finish.
Apr 17th, 2017
One of the most anticipated sections I've been looking forward to working on was the abilities and actions. The list is long so this will be one of many updates. Even after implementing the first one you really start to see a game coming together.
Apr 3rd, 2017
I have been hard at work trying to build the gameplay and controls for this game. The idea from day one was to implement a non turn based game using a point system. Points are earned and abilities cost point. It's like a cap on how many you can have.
Apr 3rd, 2017
Today I have designed a first look at the inventory system. A simplistic version for now that I'll probably upgrade at some point. This inventory consists of drag and drop and clickable icons. Items drop on the ground when discarded, can be placed on character and moved around.
Mar 3rd, 2017