Infinite Legacy is a throwback to older RPG's of yesteryear, with the implementations of modern-day capabilities.
You assume the role of four mysterious mercenaries, doing odd-jobs with townsfolk to claim enough coin to survive. As you complete quests and proceed throughout your journey, you begin to unfold a serious plot. One wrong job lands you in hot water with higher-ranking officials of varying kingdoms, and through a series of wrong place, wrong time situations, your party are labeled as criminals through the jobs you have completed. The way this unfolds and the ultimate outcome of it is left entirely up to the player and their choices. Will you take that job from the shady merchant to go and murder his competition? What about that job asking you to go and rescue a troubled fathers daughter from a forest encampment? Are you sure you're making the right decision by accepting or denying any of these tasks? What ulterior motives do these employers have for giving you these jobs, if any?
Infinite Legacy is a game about choices and consequences. What you decide to do when met with tense situations, and whether or not you accept or decline certain jobs will shape the world around you.
The lack of a clear-cut goal is the beauty of Infinite Legacy. There is no defined right or wrong decision for you to make. There are no absolutes - no situations where you must go and do a certain thing, it is your choice on whether or not to do them, and with every action comes a consequence. You will be met with tricky situations and hardships, you will be accused of committing crimes you did or did not commit, and it will be entirely up to you to decide on how to go about handling these situations.
There is no bad guy. There is no demon trying to take over the world. Likewise, there is no good guy. There is no knight in shining armor that fights for righteousness and justice. This world is ambiguous, and at the end of it all, were you the one that was evil? Did you do the right thing? Did you even want to?
Infinite Legacy utilizes turn-based combat akin to JRPG's like Final Fantasy. With Infinite Legacy, we wanted a game with limitless options and replay value. We wanted the player to be able to play the game as they saw fit, with very few limitations presented them, as such, with Infinite Legacy, we decided to start with the main party.
There is no pre-defined main party.
Your characters use names you decide, your characters act the way you want them to act, and in essence, the characters you control are an extension of your personality, but it goes deeper than that. Infinite Legacy offers you a wide array of classes to choose from, each with varying play styles.
At the start of the game, you have a choice between four classes. The Adventurer, the Scoundrel, the Mancer, and the Weaver.
Each of these classes play very differently in combat, but we wanted more. We felt that four classes were not enough - especially when there are four members in your party, you could simply play one of each and have experienced the diversity all at once, so we expanded upon this. After a certain point in Infinite Legacy, your classes evolve and advance to four different specializations.
That's four for each of the four starting classes, meaning that Infinite Legacy has a total of 20 different classes.
Want your mages to wear plate armor, and not be confined to just robes and cloth? No problem. Want your knightly-character to wear light armor? Go for it. Infinite Legacy offers a unique system where there are no armor restrictions. Each piece of armor offers unique stats to the wearer. It's up to you what's more important for your party members. The game itself won't limit you. Make the play style your own.
The first question you might be asking is what we have already.
How goes the current progress?
The story is split into chapters in the same game. We're planning on the game encompassing five chapters, and we're going to be wrapping up the first chapter shortly, if that helps give you a rough idea as to where things are. However, as we progress, we realize more and more that we're going to need access to tools and special scripts and assets that are going to cost us some money. Money we don't have, as this is a labor of love, and not one we can afford to throw money into. So, in hopes of fulfilling our ambitious goals, we reach out to you in hopes of achieving it. However, let's say we surpass this goal. We've lined up some stretch goals.
GOAL #1 <ACHIEVED>:
This game happens. Exactly as we dreamed of it. Hurray!
GOAL #2 <ACHIEVED>:
Introduce class capabilities that extend outside of combat. Some classes will be able to manipulate their surroundings, such as the strength of a Dreadnought being able to move boulders, and the Deathshaper being able to raise the dead. Perhaps the Soulmancer will allow you to extract more information from NPC's. The possibilities are limitless, and this expands upon the replay value and experience of the game.
GOAL #3 <ACHIEVED>:
Introduce Guest characters into the game for key parts of the storyline, expanding the party up to 5 characters for some parts of the game. Guest characters will be designed from the ground up with their own unique back stories and play styles.
GOAL #4 <ACHIEVED>:
Introduce additional expansive interactivity into the game, which will allow the player to interact with many objects much more deeply than simply investigating them. Sure, some of those crates and boxes aren't very interesting, but what kind of goodies is the weaponsmith hiding? Dare you chance rummaging through his belongings at the risk of being caught? What of the consequences if you get caught? Oh, but what of the rewards if you get away with it? Decisions, decisions...
GOAL #5 <ACHIEVED>:
Deeper backstory of all characters in the game. This would be us going back and combing all NPC's and fine-tuning them so that they are much more than just people that happen to populate towns. Why are they there? What are their struggles? More importantly, this could tie into the concept of guest characters. Perhaps you can recruit some of these NPC's if you do enough work for them to start working for you. There's a lot of opportunity for building on the game here.
GOAL #6 <ACHIEVED>:
Introduce a synthesis system, where the player may combine loot to make more powerful and unique pieces of equipment. One man's trash is another man's treasure - one man's dead fish and cog wheel is another man's sword of the sunken temple. What combinations will you discover to aid you on your journey?
GOAL #7 <ACHIEVED>:
Introduce job boards into towns, which will allow the player to take up special side-quests involving hunting powerful and complex boss monsters on the field. Game not hard enough? This will satisfy you. Can you handle the challenge?
GOAL #8 <ACHIEVED>:
Attempt to push the game onto Steam for greenlight. Trying to get a game greenlit requires two things: money and exposure. The Steam market can be tough, and we're having a hard time deciding whether or not trying to be greenlit would be worth the investment. Hitting this goal will guarantee that we give it our best effort.
GOAL #9 <ACHIEVED>:
Introduce Achievements system. Are you the kind of person that likes to not just play a game, but achieve 100% completion on it - to have seen and experienced everything the game has to offer and to know that for certain? This is for you. This will go hand-in-hand with Steam if we are successfully greenlit.
GOAL #11 <ACHIEVED>:
Introduce Perk system. Players will be able to choose 2 perks out of a list of options to be sold by an NPC early in the game. Once these 2 perks are chosen, they cannot be deselected - make your choice wisely! This includes the ability to talk to animals, the ability to run faster in the overworld map, the ability to see through the dark, walk on ice without slipping, and so much more. Customization on a whole new level, there's no way you'll be able to experience the entirety of what Infinite Legacy has to offer with one playthrough alone.
GOAL #12 <ACHIEVED>:
Expand upon player interactivity and options involving the various factions, kingdoms, and clans that exist in this vast world of ours, allowing the players party to join certain groups and act under their rule for as long as the player wishes. Going deeper, this will allow the player access to various missions and jobs depending on the faction they joined, including framing and/or neutralizing other faction members. This will expand upon replayability as the player will now have options not just regarding their general choices and party class setup, but also which faction they end up joining and how they choose to act under their flag can be approached very differently with each playthrough, opening up new options and different outcomes for the player to explore.
EXTENDED GOAL #1 <ACHIEVED>:
Infinite Legacy is officially as far as we want it in terms of features - thank you for your generous pledges! Because there is still time left, we decided to expand upon our stretch goals and enter more ambitious territory. First and foremost is the hiring of a pixel artist to better bring our game to life and visually look the way we want it. This is not an inexpensive endeavor, which is why it's $1,500 more than Goal 12. This will take us as far as character designs and spriting for equipment and items, such as swords, armors, and potions.
EXTENDED GOAL #2:
At this point, we expand further onto the idea of having a professional pixel artist hired and utilize their services to expand upon this vast world of ours itself, including improving the quality of cities, the overworld map, dungeons, caves, forests - the works. The Infinite Legacy Team already has a pixel artist hard at work touching up the assets we currently have, however if we could afford to hire more assistance officially, we would be able to really see the game shine in professional and pristine quality.
EXTENDED GOAL #3:
With the pixel art out of the way, we move onto the matters of overall development. At this stage, we reach out to expand our team officially to temporarily hire a programmer to assist us in the overall gameplay quality of Infinite Legacy; namely the battle system. We would seek to hire a programmer that could better assist us to have the various classes be brought to fruition regarding unique playstyles, skill concepts, and effects.
EXTENDED GOAL #4:
While the world of Infinite Legacy is a 16-bit classic akin to the Super Nintendo era, the skill animations and effects are of higher quality. At this stage, we seek to hire an animator that specializes in special effects so that we may have memorable and impactful animations to back up the vast array of skills that exist between all of the classes in the game.
EXTENDED GOAL #5:
At this point, we look back and see what could be better. $1,500 is a lot of money, but not necessarily a million dollars, and we may have fallen short in some of the other goals due to $1,500 not going far enough. At this stage, we seek to tie up any loose ends and make sure everything is of top quality in the nooks and crannies of the game in order to have a finished product with an overall feel and experience that you will not soon forget.
Risks and challenges
When we started creating Infinite Legacy, we didn't want to make just another RPG. For in the world of RPG's with turn-based combat, there are hundreds, if not thousands. To stand out is the challenge, and this takes time. Our goals are ambitious, and just how ambitious they are depends on the stretch goals met. This could mean that there are delays in production as we touch everything up for a final release.
We're not psychic, but we're more than capable of working on and maintaining this project in a professional manner, which starts with honesty and transparency.
This is our dream project - our baby, so to speak - so we want more than anything to see it through, but above all else, we want to see it through to what we always wanted out of a classic RPG.Learn about accountability on Kickstarter
- (45 days)