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Story, Tactics, and Art. A modern re-imagining of the classic 16-bit RPG.
Story, Tactics, and Art. A modern re-imagining of the classic 16-bit RPG.
2,918 backers pledged $81,458 to help bring this project to life.

Gameplay Intro: Part I

Hi! Over the weekend, we've reached over 350 backers, and 85% of our target goal! We're already almost there- thank you all again!!!

For this update, I wanted to give everyone a deeper look at some early gameplay to provide a better sense of how the game will work. I've also gotten lots of questions on the specifics of the combat, so I wanted to share more details on that as well. The final game will have a much better introduction to the mechanics, so forgive my weak attempts to explain them in the voice-over :) When actually playing the game, the pace is quite a bit faster than what's shown. If you have any questions, let me know in the comments. 

Thanks!

- John 

Comments

    1. Creator John Rhee on July 1, 2013

      Thanks all!

      @Roq - A lot of what you're describing is exactly what I'll be going for with the class based combat. Each class will have a different emphasis on defense, attack, and mobility along with special perks, so you wind up with specialists as you describe. Stay tuned for more updates on the class system soon!

      @Blackstaff - Thanks! 1) The UI is still work in progress so I'll definitely make that clearer. Also, in the game, there will be a much better introduction to the UI than what I managed in my voice-over :) 2) Yes, there will be rear and flanking damage in the game, and defensive abilities that depend on the direction units are facing. 3) There will definitely be lots more added animation wise, and I plan to have unit status be reflected through the animations exactly as you described (rather than through floating icons).

      @Helena - Attacks won't always be one hit kills unless blocked; in the demo it just worked out that way. It will depend on the attack points vs. defense points + health.

      @Scott - The music in the video was by Andrew Riley at Lucky Lion Studios. The sound will be a huge part of this game, and I'm lucky to have come into contact with some amazing music talent.

      @Razvan - The AI was set up that way for this demo to help showcase the mechanics. You'll encounter different types of behavior, from units that just charge in, to units that wait to find an opportunity to strike. The AI is still pretty basic, but I'm focusing on balancing the class system before I start fine tuning.

    2. Creator Razvan Florentin Popescu on July 1, 2013

      need to work on that AI ). the rest is fabulous

    3. Creator Scott Backer on July 1, 2013

      The most noticeable thing to me was the music, amazing sounding. The GUI is also really sleek and awesome looking. This is looking to be an amazing piece or art.

    4. Creator Helena on July 1, 2013

      Interesting video. Are all the attacks going to be one-hit kills unless they're blocked? If the combat is based on chess, I guess this makes sense... Anyway, the game looks great even at this early stage. I liked the little animation of leaves blowing around in the wind.

    5. Creator Blackstaff The Unknown Obsidian Order on July 1, 2013

      Cool ! It certainly has some great potential for a tactical chesslike game ^__^

      Just some things that could be improved (from my POV of course :) ) :
      1 Minimalist UI is great (I would even say awesome :) ), but the triangle system to gauge the potential of an attack is a little unclear. I couldn't tell at all how it worked haha... Maybe you could use some colours or something to make it obvious and easy to read at the first glance. That's important info for that type of game.
      2 Do you intend to have a system for the position of the fighters ? What if someone is stabbed in the back or flanked ? I'm pretty sure there will have something but it would be nice to know.
      3 In relation with the clarity of the information available at first glance, you could have a specific animation for characters who used all their movements in the previous turn and are vulnerable to attacks. That would make it easier for the player to create his strategy. A switch to see where each foe can go would be great too, instead of having to look individually each of them.

      Great work for the rest ! I'm eagerly waiting for part 2 of the gameplay demonstration. :)

    6. Creator Roq on July 1, 2013

      It strikes me that pawns have several functions in chess, all of which might be useful as abilities for your units: The first is to grab space in order to block the opponent's mobility and allow friendly pieces more freedom. Secondly they can be used, sometimes sacrificially, to distract the opponent and gain time, and you can use them as battering rams to prise open files and lines, for example in a pawn storming attack on the opponents king.

      Maybe you could replicate the blocking ability by have blocking units that would work a bit like "tanks" in MMOs, i.e. they would have a strong defence (lots of armor & a shield), but weak offence and perhaps some ability to quickly get them into a blocking position from a distance like "Rush" (just like pawns moving two squares on the first move! :)). Once in a blocking position any attempt to get past them would trigger a reaction hit. Also, when you send in your more vulnerable, but higher DPS units, blockers would count as flankers so that you would do additional damage.

      To do something similar to pawn storming you might have a unit (either a blocker or some other unit type) with a knockback ability (shield bash for instance), so that you could for instance blow away the protection around a mage or healer and get your more fragile melee units through the gaps.

      Anyway just some ideas... I'd sort of been thinking that turn based strategy games could be deeper by taking some lessons from board games, such as chess - and the surround mechanics in the Japanese game Go might be another inspiration.

    7. Creator John Rhee on July 1, 2013

      Hi Roq, great question. In most cases, you will be dealing with a mix of classes, including those with ranged attacks. In those cases, you can't simply hang back because you can get picked off by archers for example. In other cases, you will need to use expendable units to initiate your offense to protect your more important ones (similar to how you might use pawns in chess). Lastly, the AI won't always make the best possible move, so you can use that to your advantage as the player. This is definitely a tricky issues I'm still working to balance though :)

    8. Creator Roq on July 1, 2013

      What happens if both sides wait? I can imagine getting into situations where it would be disadvantageous for anyone to move forward, since they'd have to move into range of being one shotted, without being able to hit the other side on that turn. And won't storing action points for defence also lead to characters benefiting from hanging back? It would appear that ranged attackers protected by a few melee units would be very effective in this system.

      I find you get this kind of deadlock sometimes in many turn based systems. For instance in XCOM EU, you tend to have inch forward and go on overwatch - although they do have some mechanisms to mitigate that such as run & gun on the assault class.