Funded! This project was successfully funded on April 16, 2013.

Update #7

The final week!

3 comments

Well hello there! I just wanted to pop in and let you know that we're officially in the final week of our campaign to fund Telepath Tactics. We're off to a great start: we just passed $30,000 raised this morning, putting us a mere $3,960 away from having procedural battlefield generation and $7,960 from having a major branch in the official single player campaign. 

I'm not just sitting around waiting for us to hit stretch goals, though! I'm working my butt off getting press attention for Telepath Tactics and making progress on the game itself.

For instance, I took most of the day yesterday to finish adding a feature I'd been wanting for some time: the ability to spontaneously change battlefield conditions using scripts. Here we see changes to fog of war, lighting, and weather triggered over the course of a single turn:

Pretty cool stuff! You can actually use this to implement a day/night cycle in certain battles if you like. You can dynamically change victory and loss conditions as well now, shifting the player's objectives over the course of a battle. (You can even tie these things to dialog tree choices!)

On top of that, I've been making improvements to the map editor, including the ability to crop rows and columns off the edges of the map. Work continues on character animations (the spearman is nearly complete); I'm in the process of hiring someone to make some nice graphical icons for the game's items; and composer Ryan Richko has created a seriously awesome theme for some of the game's boss battles, which you can listen to right here:

So what happens next? It's pretty straightforward: we have 7 days left to hit whatever other stretch goals we're going to hit for Telepath Tactics. If you want procedural level generation, a branching campaign, or mobile ports of Telepath Tactics, now is the time to tell your friends about this campaign. Together, we can do this!

Comments

    1. Craig.small

      Creator Craig Stern on April 8, 2013

      I could see having to confirm every single move in fog of war getting annoying pretty quickly; but I'll look into making an optional setting for that.

    2. Missing_small

      Creator Muhammad Sabeeh Ali on April 8, 2013

      I agree with Reliant on this. A confirmation would make things better. A choice to enable/disable confirmation in the setting menu would be even better :)

    3. Missing_small

      Creator Reliant on April 8, 2013

      I think there should be a confirmation after moving the unit (which happens before a fog of war reveal, of course). Every often when playing these games, I'll misclick and send the unit 1 square off from where I want, or even worse, the completely opposite direction.

      I do like that, through the blackness of unmapped terrain, you can still make out some aspects of what is there, like the road.

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