Leveling Up Your Character

This post is all about the methods of leveling your character up in Malevolence to make them more capable of defeating harder enemies as the story progresses.

Your character will have unique statistics at the start for Stamina, Attack, Defense, Agility and Luck. All of these can be increased from their base figure using Experience points (XP).

XP are units of measurement for your characters experience and are gained through fighting. They are awarded for your skills in battles and based on how quick you defeat an enemy and how many successful attacks you have.

Now I will go through the different character traits that you can spend XP on to increase improve your skills.

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Stamina: This is a measurement of your characters health within the game. If your stamina reaches zero, you die! Special items can be found on your journey that will replenish any lost stamina points, but at no time can your health increase past its maximum limit. This maximum limit can of course be increased by using XP, thus increasing the available stamina your character is capable of having. Keep a close eye on your stamina throughout your journey as it is not just battles that can affect this! There are many surprises and obstacles in the story that can pop up and injure you.


Attack: Your attack points come into play during battle scenes. This is an average number for the amount of damage you can deal an enemy when attacking. The higher your attack points, the more powerful your strikes will be and then easier it will be to defeat your enemies.

Defense: Defense points are what prevents your character from taking too much damage in battles. Whatever number of defense points your character has gets subtracted from your enemies attack points to reduce the blow and cause your character to take less damage.

Agility: The speed at which your character attacks is based on their agility. During battle scenes a timer will appear underneath your characters health bar. When this timer is full you will be able to take your move by either attacking the enemy or using an item. The speed at which this timer fills up depends on your agility points. Therefore, the higher your agility the more moves you can make before your opponent beats you.

Luck: Your luck will be tested throughout your journey. You will encounter traps and hazards that will seriously injure or kill you if luck isn’t on your side. Luck is also responsible for determining how often your attacks will miss the enemy in battle. The higher your luck the less likely you will miss so try get your luck up or you may find yourself in trouble.


Game World Environments

As I keep saying I’m new to all this digital illustration, character development and now my newest challenge. Environment design. I began by simply writing down characteristics of each scene from the story.  From there I would create a simple moodboard by finding photographs of places that would be similar to the desired environment I wanted to create. This made it easier in my minds eye to visualise the scene. From there I went into the clean canvas in photoshop started to develop the image using textures/brushes/various colours shading and tones.

Below is an example of a general view of the world of “Arcadia”. This is featured in the introductory scene where our main character is out hunting among the fields and forest close to the river. These are just simple screen shots of the development stages.


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As I’m creating these more and more the process I’m following seems to suit my style the best. It also stops my brain from turning to mush trying to create the environments straight from my head.

Keep following our blog for more updates on the creation of Malevolence.

Next blog…. “Fight Scenes”

Until then, peace out!



Team Malevolence

Character Development

With launching ourselves in to the unfamiliar territory of fictional writing it has become clear that character development is a crucial part of progressing a good story. By clearly having a set of predefined features and behaviours for each character it makes it easier to build and formulate a solid image of what the character will be like. In the case of Malevolence, using the Carl Jung Archetype definition we named each character and defined them under the archetype categories. We then went about giving each a set of features such as height, eye colour, hair colour build, age etc. This made the process of illustrating easier by already having given each character their features. The images below show the process of illustration development for the lead character, Kalem in the Malevolence Gamebook.

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With each part of this project being a new challenge it proves that good planning will always benefit no matter what the task ahead.

The above are sample images and illustrations we are working on for the gamebook.

Please stayed tuned for more information about Malevolence.

Until next time…

Team Malevolence