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Echoes of Eternia is a classically influenced, yet modernly designed, RPG video game. It embodies the essence of old school gaming.
1,456 backers pledged $43,196 to help bring this project to life.

Official Update #19. Battle System Revealed!

Posted by E.o.E.Games (Creator)

Synopsis:

  • Greeting from the team
  • A peek at the new Battle System!
  • Battleground Art!
  • Echoes of Eternea at PAX East: A report!
  • The Lore of Echoes of Eternea: The Indar of Spring!
  • A new piece of music.

Hello Everyone!

     This took a little longer than expected! Apologies for the delay, but the extra time was needed to get things to a place where we were comfortable showing them to our backers. The new engine is exciting, but it is also like learning to ride a bike. We weren’t quite ready to start popping wheelies a few weeks ago. Here we are now, though, with an update well worth the wait! Thanks to our funding, the team is larger and the game is bigger. Production is moving along, and we are all determined to arrive at an end product with the care and polish that you deserve! 

 A Look At The E.O.E. Battle System

 Without further delay, here is what our battle system looks like!

                       Battlefield placement adds another layer of tactics to combat.

     We have spent a considerable amount of time crafting our battle system to make sure that it not only looks well, but plays well. We are still implementing the Active Time Battle System popularized by Chrono Trigger and Final Fantasy 6, but with our own additions to the formula. The player and enemy party are now free to move around the battlefield. This lends itself to a much more tactical battle system. 

      Characters and enemies now have attacks that target a specific area of the battle field and players will have to keep in mind their placement of characters in relation to the enemy party.

                        The technique "Frozen Arrow" uses a Row type hit detection. 

                      The  distance and width of the Row can be upgraded over time.

     We are looking forward to playtesting this in alpha and beta and really fine-tuning the experience! 

 The Battle Art of Echoes of Eternea

     Below are two more battlegrounds in which you will fight. As with our Battle System, a lot of care was put into these hand drawn battle grounds to make them match well with our pixel art characters and enemies. We decided to go with higher resolution hand drawn battlegrounds as that would create a higher level of polish to the game and because they can be produced at a much higher rate than pixel art. 

                                     Forest Path battle map (by Michael De Jong) 

                           Treacherous Mountains battle map (by Michael De Jong) 

A Report from PAX East

     Now we have a word from Damion Pisacane and Rebecca Lewis about their time at PAX and the community’s reception to “Maiden’s Quest”!

                        Damion collects feedback while Rebecca runs another playtest.

      Hello again. It's Damion Pisacane and Rebecca Lewis, back with a Maiden's Quest update. As mentioned in the previous post, we ran a playtest at PAX East on March 23rd. As many of you probably know, any game requires an enormous amount of playtesting in order to ensure that it is well balanced and fun.

      We were able to test the game with a number of people over the course of about three hours in the tabletop area at PAX. While the feedback was varied and interesting, there were a few things that every playtester seemed to agree on:

• Everyone was eager to take their next turn.

• The rules were easy to learn.

• The game, although familiar in some aspects, did not feel like anything they had played before.

• The level of difficulty was just right.

     Now that the base mechanics are pretty much locked in, we will be adding the finishing touches to the game. These will include things like connecting the components to the world of Echoes of Eternea, creating all of the final challenges and tweaking a few existing elements to further streamline the game. All of the playtesters gave suggestions as to what rewards might be given for each instance of Maiden's Quest in the world of Echoes of Eternea. We have reviewed these carefully, and will be implementing most of the suggestions in the final version of the game.

     Thanks again for everyone who came to our playtest and helped us make Maiden's Quest the best game that it can be. We all look forward to seeing Echoes of Eternea in its completed form. 

LORE 

     Continuing our look at the Indar, the strange beings associated with the months and seasons of the year, here is a list of the three Indar of Spring.

     Spring is a time of great rejoicing, celebrating not just the rebirth of life but also the passing of the cursed months of winter. Earth, Water, and Air of the dominant elements of the cycle. The month of Orroa is considered the luckiest month to get pregnant or be born in. In the Brighton Republic, a great spring festival is held in the capital of Almia. Prior to the destruction of Brule, the City-State Alliance held games as a sign of solidarity for the coming year. Spring enters with hope and ends with pensiveness, as rumors spread of that year’s intrigues, military actions, or pending calamities. Spring is hope for a better tomorrow and the dawning reality that it will probably be otherwise.

     SPRING INDAR

     Name: Orroa. Power: Earth Magic.

     According to the legends of Rivera, Neguan moved the world in relation to the sun and stars so that Rivera could rebalance itself cosmically and gain enough power to be born again in the spring. Orroa, his sister, wields the wheel on the other side of the axis which turns the world back for spring. Her wheel is far daintier (think of a bard holding a small harp). Orroa appears as a woman great with child, a metaphor for her role in helping give birth to spring on Rivera. As befits her importance in the cycle, she is the Indar bound to the Great Eirin of Earth, there to aid the Eternal Maiden. 

     Name: Euri. Power: Water Magic.

     One of the Three Sisters of Harvest, Euri represents the rains that wake up the land and prompt the cycle of life to begin again. She bears a water jug, with which she pours out a boundless supply of water. Euri is bound to the Great Eirin of Water, awaiting the Eternal Maiden at the Water Temple to aid her.

     Name: Loratu. Power: Air Magic.

     Loratu is a wind spirit which has the appearance of a djinn - his bottom half is a whirlwind of motion, his upper part that of a human. He has a laughing face, exultant with life blossoming in full, carried across the land and sea on the winds which he trails behind him. Many ships have a likeness of Loratu carved into their bows as a good luck charm.

New Music

This piece, by E.o.E. composer  Aakaash Rao is called "Cave Scene" tentatively. We are keeping the story context under wraps, but we love the music and wanted to share it with you here.

PS: All pictures will be re posted on Facebook in higher quality on 4/8/13.

Facebook: www.facebook.com/echoesofeternea

Twitter: www.twitter.com/eoegames

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    1. Missing avatar

      Sigel on

      @E.O.E.Games Two different ideas I had to deal with it are: 1) Have an option to display one other the other description.
      2) If the first one takes too much time and trouble to implement, have a tutorial message somewhere explaining that slight chance=10-20%, sometimes=20-40%, often=40-60%, etc (of course the numbers are just an example) I don't like that option as much but it still gives an idea while keeping immersion for those who hate %. And it should be easy to implement.

    2. E.o.E.Games Creator on

      @Sigel @Adam That is totally possible! We use the word "Slight" over an actual percentage to avoid breaking immersion like you said, but it's nothing final! If you want it, then we will try it!

    3. E.o.E.Games Creator on

      @David A lot of what you asked will be covered in a future update. While there are 6 main party members and many guest party members, we have decided to allow up to 4 characters in battle at once. We will experiment with having up to 5, but it's nothing that we can confirm now. We will also experiment with allowing you to switch out characters at will, but we would need to make it so that doesn't disrupt the balance of the battle system.

      Again, we will go over all this in an update soon! :)

    4. Josep M. Pons on

      Good news.

      Regarding the delay in the update... I think that if you're facing problems and have no time to do an update, as you said in the past, it is better to do a miniupdate saying "we are working on it, sorry" than to not say nothing.

      Cause these things are important, at least to me. As example: I'm an Ouya backer... and I can say 100% sure that I will not back again to a project of these guys cause these things.

      Good news, bad news, or no news... all of this is important to us :)

    5. Dave, Shadowrunner on

      Oh yeah I was also wondering if you have a new tentative release date. I'm guessing that the original estimated release of May probably won't happen (which I'm sure everyone is fine with, as we'd rather you take the time to make the best game you can, rather than rushing out something that is unfinished or buggy).

    6. Missing avatar

      Sigel on

      I'm really looking forward to play this game :)

      Like Adam Bertoni said before me, I'd like it if "slight chance" and other similar expression could be more explicit. Some games use it for 5% while others do it for 15%. I understand that putting exact % can be considered as immersion breaking to some people, but having to roam the net to find that kind of information is much more immersion breaking to me.

    7. Dave, Shadowrunner on

      I'm really pleased with how it's coming together. It seems that E.o.E Games has done a lot with a relatively small team and budget. I'll echo everyone who said that I'd have gone for a higher tier if I could've known how well it would turn out. I love the idea of being able to move characters around the battlefield; sounds a bit like Growlanser's system to me; which is one of my favorites.

      I'm curious.. how much customization will there be with the various characters? That is, when leveling up will we be choosing whether to focus on upgrading magic vs. upgrading weapon combat? Or is the progression pretty much predetermined for each character?

      Also, how many possible characters will there be in the party (I'll assume it's a 4 character maximum as that's pretty much the standard size).... But, assuming there's more than 4 possible characters will it be possible to switch out characters during battle like in Final Fantasy X? I've always been somewhat annoyed by RPGs that require you to leave a bunch of allies "on the bench" when you're trying to save the world and thought that was a great compromise that avoided the insanely long battles that would result from having 6 or more characters fighting with you at once.

      I don't really expect an answer to any of the above questions now, but maybe in a future update :)

    8. Casey Peterson on

      Looks really good. I am looking forward to playing it. Keep the great posts coming.

    9. Jacob on

      Keep up the great work!! I very much enjoy the look and sound of EoE, and well... just colour me impressed!!

    10. E.o.E.Games Creator on

      Thank you so much for your wonderful comments everyone! We will take into consideration your feedback and will experiment with the User Interface,

      You have truly given our team a much needed motivation boost!

    11. Norghat on

      Everything is looking great, music is beautiful, i can t wait to play the game :)

      Just got one idea, for the different (and gorgeous) battlegrounds, it'll be great that you add some randoms stuff, like the cart that is on the bottom of the first screenshot.

      Some objects that will change and make the battlegrounds more various so the player will notice that it s a little bit more like it's another "spot" of the map.

      I know my ideas are always not easy to put in place (like the changing characters looks after some chapters...)

      Anyway, great work!

    12. Missing avatar

      James Leeper on

      Almost looks like a hybrid between the Lunar 1&2 battle system and Final Fantasy 4-6 Battle system. That is a very good thing I think. I'm still pretty geeked to play this game.

    13. Frank Talbot on

      Yeah this is looking awesome so far. I don't mind the UI, so far it still looks usable while not ruining the artwork. If you need a beta tester let me know by the way :) Loving it so far, I'll gladly help if you need me.

    14. Fyl Frazee of Rogue Bard Media LLC on

      I think the UI looks fine the way it is. I see no reason to clutter up the lower third of the screen with character art and the like just for the sake of taking up space needlessly. I'm really looking forward to playing this game.

    15. TrueStoryGuy on

      I disagree that the UI is "too small". In reality, I think it's too big, but it IS transparent, which is fine. I like where the project is going. Still on track for a May release?

    16. Adam Bertoni on

      Great job so far guys!!!!

      One bit of feedback though. In regards to the "Sends a large arrow of Ice at the enemy. Slight chance of freezing the target." ...any chance of putting an actual percentage on that? It's tough to decide what to equip if all you're getting is a "slight chance" description. Like, what's "slight"? 5%, 10%, 20%? I know it sounds like a minor gripe, but it would really help to know that percentage when deciding your most optimized equipment.

      Thanks for reading and keep up the good work!

    17. Dirk Schlobinski on

      Now I wish I had gone with a pledge level that incudes the OST
      -)

    18. Daniel on

      Really nice update :-) love the lunar silver star style effect I'm getting from the battle system, but yeah the UI seems very minimal at the moment. Really cannot wait for the final product

    19. Justin Passmore on

      I LOVE the location-based abilities that Chrono Trigger had. I've always wanted another game to do something like that. Heck, there may be some out there. Feel free to let me know of any :P

      I understand the UI isn't finalized. I do agree it needs a little something more, but you also don't want to cover the gorgeous battle field artwork. I love how FF6 had that juxtaposition with beautiful painted backgrounds and cartoon-ish sprites. You capture some of the spirit, yet somehow the sprites still look like they really belong there too.

      I've loved every piece of music submitted so far. Makes me wish I had sprung for the soundtrack too :(

      THIS was an awesome update! Can't wait to see the next developments!

    20. Eric Meyer on

      Looking great, can't wait.

    21. Missing avatar

      meiam on

      Looking good, glad to hear about it. If the battle system is getting close to finalized, can you trickle down some info about the leveling system? Like class/skill point or whichever way you decide to go with for character progression.
      For UI, don't need anything fancy but atm the skill interface can just be moved to the bottom left and that'd do the job just fine.

      Keep up the good work.

    22. Michael Talbert on

      Really liking the looks of the game so far. Also, the cave theme is really nice, kinda soothing, and slightly reminds me of the intro to the M.A.S.H. theme (in a good way!).

      As always, look forward to the next update from your team!

    23. E.o.E.Games Creator on

      We also wanted the UI to not distract from the artwork or the players view of the sprites. But if we see that our supporters want it another way, we will make those changes.

    24. E.o.E.Games Creator on

      @Seizui: Let your friend know we appreciated the feedback. We are definitely still working on the UI and welcome suggestions.
      @Amit Kumar: Haha thanks so much! And it is just as fluid if not more :)

    25. Missing avatar

      Amit Kumar on

      If I thought you were going to do this good of a job on day 1 I would have invested 10x :-O

    26. Missing avatar

      Amit Kumar on

      It all looks beautiful. I hope it is as fluid as I am imagining.

    27. Paul Marzagalli on

      Seizui, the UI is a looong way from being finalized. That is something that will be tweaked quite a bit during alpha and beta. Tester feedback will go a long way to helping us nail down an optimal configuration for the game.

    28. Seizui on

      By that same token: "The party HUD is way too small. They could probably make a more extravagant design and spread it along the bottom portion of the screen to fill the space. I'm sure they've got character art to use for HUDS.
      I like the concept so far though
      Reminds me of the new Lunar. Silver Star Harmony I think it was called"

    29. Seizui on

      Hrm, one comment that I got from a friend that I do agree with: ' Hmn, not bad. They're not making the best use of their interface space though. Too small and minimal. Hope they work that out.'

    30. E.o.E.Games Creator on

      @Seizui: Thanks so much! This is exactly what we wanted to hear :).

    31. Seizui on

      Awesome! This is one hell of an impressive update! The sprites look a lot better as well. Overall, I am pleased with the turnout so far. Can't wait to see more of the game's progress.