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TitleKahjar : The Bratockian Saga part III
TypeUnreleased Game Prototype
TasksScriptwriter, Programmer, Game designer
Year1995
DescriptionThis game was originally named : "The First City of Alliance" and was meant to be the final chapter in "The Bratockian Saga" (following The Walls of Bratock and Flame Storm). The development started shortly before the Battlecry of the Reptiliads project. Two out-of-house artists were going to make most of the graphics while I would concentrate on the programming and some of the graphics.

The engine was a mode-x-based 320x240 resolution. Contrary to the previous 2 games, this one would have smooth-scrolling and a mouse-driven interface. Conversation would be point'n'click, tree-based instead of text-based. The combat engine was still being designed and both a real-time and turn-based engines were planned. Engine-wise, this game was comparable to SSI's Darksun series.

Unfortunately, I had to shift my attention to the Battlecry of the Reptiliads project because the lead programmer of it called it quits. And since that project was licensed it was considered a bigger priority.

A new series of 3D art was made for Kahjar, and it was used in the movie Assault on Fort Almatox which takes place after Flame Storm.

Because this game used OSP's first generation sound engine, I had a really hard time getting it to work again with newer computers (the pre-alpha version I have doesn't allow disabling of the sound). I only managed to capture a few shots of the menu, none of the game itself.

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The main menu. Like all OSP games of it's time, Kahjar (then named The First City of Alliance) had a mouse-driven interface.

A scene from the original cutscene. This one was made by an out-of-house artist (Henry Tang)

The character creation screen. From there you could select your character's race, profile, portrait and sex. The character portraits were all done by Henry Tang.

The character info screen. Instead of using number-based statistics, the character's abilities would be represented by power bars.

The whole gaming system was completely overhauled for this game. Gone were the static "classes". A character would be defined by a variety of skills.

Each character, no matter what his profile, could develop skills and abilities in all domains.

Links
Darksun