Funded! This project was successfully funded on July 28, 2013.

Update #2

Gameplay Intro: Part I

8 comments

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. Coda-black.small

      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. Fb_profile_picture.small

      Creator Razvan Florentin Popescu on July 1, 2013

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

    3. 200-avatar-pinup-primal-huntress_(1).small

      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. Cton.small

      Creator Helena - Ordo Draconum 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. 16.small

      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. My_face.small

      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. Coda-black.small

      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. My_face.small

      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.

2,918
Backers
$81,458
pledged of $15,000 goal
0
seconds to go
  • Pledge $10 or more
    You selected

    834 backers

    The Game ♦ Access to the digital version of Liege on ALL supported platforms

    Estimated delivery:
  • Pledge $25 or more
    You selected

    1795 backers

    The Trilogy ♦ Access to the digital version of The Liege Trilogy on ALL supported platforms ♦ Digital soundtrack and art & instruction booklet ♦ Digital versions of the Poster, Script, and Art Book tier rewards ♦ Early closed beta access to all games in the trilogy ♦ Your name in the in-game credits

    Estimated delivery:
  • Pledge $50 or more
    You selected

    66 backers

    The Alpha Set ♦ Two of everything in the $25 tier ♦ An early alpha build of the game and a chance to get your input on the game heard early on (expected in early Q4 this year) ♦ A high quality, oversized postcard with your choice of one of several Liege artworks and a personally sharpied message & sketch from me

    Estimated delivery:
  • Pledge $70 or more
    You selected

    90 backers

    The Disc Set ♦ A signed and numbered, Kickstarter exclusive physical PC or Mac copy of the multi-disc Liege trilogy ♦ A physical copy of the Liege soundtrack ♦ A high quality, color printed art & instruction booklet ♦ All previous rewards

    Estimated delivery:
    Add $10 USD to ship outside the US
  • Pledge $85 or more
    You selected

    19 backers

    The Tee ♦ A numbered, Kickstarter exclusive, light weight 50/50 American Apparel t-shirt, featuring concept artwork of your choice personally hand silk-screened with three color tones on the front ♦ All previous rewards

    Estimated delivery:
    Add $15 USD to ship outside the US
  • Pledge $100 or more
    You selected

    21 backers

    The Poster ♦ A signed & numbered, movie format, 24x36” Liege poster ♦ All previous rewards

    Estimated delivery:
    Add $20 USD to ship outside the US
  • Pledge $125 or more
    You selected

    2 backers

    The Script ♦ A signed, brass brad bound copy of the 120+ page Liege script (the game's core narrative as it was originally conceived), written in standard screenplay format ♦ All previous rewards

    Estimated delivery:
    Add $25 USD to ship outside the US
  • Pledge $160 or more
    You selected

    25 backers

    The Art Book ♦ A signed, high quality, hard-cover book showcasing notes, design sketches, artwork, and other content generated during production with supporting text commentary ♦ Includes a Special Thanks section featuring the names of backers from this and higher tiers ♦ All previous rewards

    Estimated delivery:
    Add $30 USD to ship outside the US
  • Pledge $200 or more
    You selected

    14 backers All gone!

    The Print ♦ A signed and numbered print with concept artwork of your choice, personally hand silk-screened with three color tones onto a 14x18" sheet of canvas, wrapped on a solid wood backing ♦ All previous rewards

    Estimated delivery:
    Ships within the US only
  • Pledge $300 or more
    You selected

    1 backer Limited (7 left of 8)

    The Easter Egg ♦ Place an easter egg with a hidden message of your choice into the game ♦ Decide the location and the steps required for players to uncover the secret content ♦ All previous rewards, minus the Print Tier

    Estimated delivery:
    Add $30 USD to ship outside the US
  • Pledge $500 or more
    You selected

    4 backers Limited (1 left of 5)

    The NPC ♦ Design a non-playable character for the game ♦ Decide the character's name, appearance, backstory, location, and dialogue (must fit into the game lore) ♦ All previous rewards, minus the Print Tier

    Estimated delivery:
    Add $30 USD to ship outside the US
  • Pledge $1,000 or more
    You selected

    3 backers All gone!

    The Producer ♦ In-game Producer credits ♦ An invite to come hang out in NYC for a day, design one of the game's battle sequences, and discuss all your crazy ideas about life and the game ♦ An optional festival of unlimited food and libations with an overall pretty nice guy ♦ Major gratitude ♦ Coziness ♦ All previous rewards

    Estimated delivery:
Funding period

- (31 days)