Project image
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CA$ 128
pledged of CA$ 40,000pledged of CA$ 40,000 goal
8
backers
17days to go

All or nothing. This project will only be funded if it reaches its goal by Sat, November 30 2019 5:34 PM UTC +00:00.

Legend of the 9 Swords

A narrative Role-Playing Video Game

Legend of the 9 Swords

A narrative Role-Playing Video Game

CA$ 128
pledged of CA$ 40,000pledged of CA$ 40,000 goal
8
backers
17days to go

All or nothing. This project will only be funded if it reaches its goal by Sat, November 30 2019 5:34 PM UTC +00:00.

About

Gameplay Detail:  Legend of the 9 Swords is a turn based Role-playing game where you will be able to explore areas across the events with character growth including leveling, equipment upgrades and class growth as certain goals are achieved. The character models will change to reflect the growth or events that the characters experiences.

Hand drawn animated enemies bring them to life.

The creation of this game started a year ago but the acquisition of skills had taken some time. I was a hobby artist 3 years ago and looking at some of the art, that I felt was acceptable to present at the time, makes me cringe a little.

The left. 3 years ago. 12 hours. Right hand image created October 12th,2019 6 hours.

After a course, and much practice, I began the game in earnest and wanted to make clear what I am presenting.  I used my personal resources to create a demo that showcases the style of game and the narrative by choosing a side event that occurs in the story.  The Hunt for Kast part 1 is an event that I decided would give a good example of combat and dialogue while maintaining focus on pacing. I have chosen to come to kickstarter to really live the expression of “join us on our adventure.” I have created something that I felt was compelling enough to share and I eagerly look forward to feedback from the community in regards to areas of improvement.

The game requires a significant amount of hand animation for each enemy.  each enemy requires a minimum of 30 animated frames even to have a simple attack and take damage.  As the game progresses there will be increased need to add to the animation library.  This will cover special abilities and I will animate further frames to create unique experiences for each enemy.  As a team of one, I then have to program said abilities and balance damage to ensure each enemy represents the threat accurately. Some are pushovers; many are not.  The level of danger increases as the stakes grow higher. To achieve this in a timely fashion I will be minimizing level art to mostly lighting unless the world is not being properly represented (such as a forest).

Forest assets readily available
I have found even further ways to make the trees look even better than what is presented here.

 The game will progress scene by scene and will be linear as the story unfolds with secrets being more a part of the level than as events.  I also require hiring someone for music.  Animating, programming and writing is a big load on my plate and adding composing to that list really stretched things too far.

Risks and challenges

The main challenge of the game is the hand-crafted art. For the demo the levels were built with only lighting effects but when looking at forests and more exotic locations the basic builder does not hold for communicating the desired atmosphere. Through experimentation I have found that we can create far more meaningful worlds and ambience but such things will take time to create. By keeping the maps scene based I can focus on the atmosphere of the story. It would be great to do some world building but that would require further resources.

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    Digital Wallpaper

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