Project image
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$1,587
pledged of $10,000pledged of $10,000 goal
23
backers
Funding Unsuccessful
The project's funding goal was not reached on Sat, May 18 2019 12:48 PM UTC +00:00
$1,587
pledged of $10,000pledged of $10,000 goal
23
backers
Funding Unsuccessful
The project's funding goal was not reached on Sat, May 18 2019 12:48 PM UTC +00:00

About

About

A isometric RPG built in a rogue-like system to create a unique story every time you play with a simultaneous tactical combat system. Or, simply put, a RPG where you complete unique quests with cut-scenes, puzzles, and an unique tactical combat system.

 Story 

You're an elder in a bar telling the story of how you became known throughout the land. Flashback to you as a young adventurer in front of a quest board. You're given the choice between 3 quests (randomly chosen) to complete and you will be given a random version of that quest to complete. Once you complete the quest you end up back at the quest board with 3 more quest (again randomly chosen). You go through this process doing a total of 5 quests, each one getting more intricate than the last with the final (5th) quest being dependent on the choices from your previous quests. At the end of each play-though you will have a 'book' of the story of your play-through (i.e. the cut-scenes).

TLDR;

  • Random Quests with different Versions
  • 5 Quests, each more intricate than the last
  • Choices in quests affect the final (5th) quest
  • 'Book' with cut-scenes of play-through

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 Combat 

The combat system is a traditional tactical system like fire emblem or final fantasy tatics with a unique spin on it. You only control yourself and the enemies only do stuff when you do stuff. Meaning if you act then they act and if you don't they don't. The skills you have are dependent directly on the quests you complete. Meaning, based on the quests you get and the choices you make determine the skills you get to use in combat, meaning you will have unique skill builds every time you play. Your class determines your base stats like health and speed and determines the types of skills you get like traps vs runes.

TLDR;

  • Tactical Combat System
  • Simultaneous Turns
  • Quests & Choices = skills
  • Classes Determine stats & skill's theme

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The Town

The town will always have the Inn, Adventurer's Guild, and Shop. The Inn is where you get your 1st and 2nd Quests and where you can spend Aum you earn from quests to spend the night, eat, and full heal. The Adventurer's Guild is only accessible once you get invited (after Quest 2) and is where you get your 3rd and 4th Quests. The shop is described in more detail below. The town itself will have random NPCs walking around they may have interesting things to say or even some tips for you! There are many different versions of the town but they will always have those 3 buildings. The town for your current play-though will stay the same until you restart or do something to cause you to move to another town (If that happens you will have a different town until you move to another town or restart).

TLDR;

  • Inn + Adventurer's Guild + Shop = Town
  • Inn = Heal + 1st & 2nd Quests
  • Adventurer's Guild = Invite only + 3rd & 4th Quests
  • Many different towns (Changes on restart or move to another town)

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The Shop

At the end of every quest you will get a certain amount of Aum based on the quest and the choice you made. You can spend this Aum at the Inn to heal or spend it at the Shop. The shop will sell a random weapon of your class and an assortment of usable items that increase your stats like armor, a magic mushroom, etc. If you buy a weapon it will replace your current weapon and therefore make your 1st skill the skill the new weapon has instead of the old.

TLDR;

  • Quest reward = Aum
  • Spend Aum at Shop & Inn
  • Buy Weapon that determines 1st Skill
  • Buy usable items that increase stats (Magic Mushroom, Armor, etc.)

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Classes

Whenever you start a play-through you pick one of classes you have unlocked. Your class determines your base stats and the type of skills you get throughout the game. You will start the game with the following 2 classes unlocked: Warrior, Elemental Mage, & Archer. The Warrior is tough, has a sword & shield, and has mostly melee style skills. The Element Mage is versatile, has a staff, and has many ranged magical skills. The Archer is fast, has a bow & arrows, and has many long charge but strong skills. The game will have a total of 10 Classes ( which are a secret for now ;) ) and you unlock more classes by beating the game with older ones (i.e. If you beat the game with the Archer enough you unlock the Rouge).TLDR;

  • Class = stats + skill types
  • Start w/ Warrior, Element Mage, & Archer
  • Warrior = Tough + Sword & Shield + Melee Skills
  • Element Mage = Versatile + Staff + Ranged Magical Skills
  • Archer = Fast + Bow & Arrows + Ranged Charge Skills
  • 10 Total Classes
  • Unlock Class by beating w/ old Classes
  • ^ i.e. Rouge = Beating w/ Archer

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 Puzzles

Quests in the later stages of the game will have puzzles. These puzzles will be themed to the quest but the solution to the puzzle will be randomly created every-time you play. For example: if you have to press rocks in a certain order according to hints you got earlier in the quest then every-time you play the hints and the order of the rock will be different. TLDR;

  • Puzzle theme = Quest Theme
  • Puzzle Solution = Random
  • Puzzle Hint based on Random Solution

The Team

Andrew Wetmore is the creator, programmer, writer, and overall head of everything. He is currently finishing getting his Computational Science Degree at USCB.


Benjamin Wetmore is the lead writer.


Stephen Wetmore made the promotional art for the game.


Funding: What is the money for?

  • First, the money is so that I can solely focus on making the game and support myself.
  • Extra money will be used for artist for the game. Currently we don't have an artist but we hoping to change that.
  • If we have some more money I hope to be able to get voice recording for most of the game.
  • Some of the money will also go towards production costs.
  • Any more money will go towards extending the game, or maybe another game!

Thank you!!!

With your funding, I plan to have a full release by summer 2020. This project is my first official game and is really everything I wished to see in a game and I really appreciate the change to bring my idea to life! Let's make a unique but fully repayable game!

Risks and challenges

Most of the main mechanical issues I have solved making the core of the game. I have to manage my time finishing my degree and working on this project but most of the core of the game is done, I just need to make the quests and skills.

The biggest Challenge is coming up with all the Quests and Skills so that every play-though is unique. I have planned out how many I need and how to create them so most of the development will actually be that.

The other issue is the lack of artist which I hope to resolve soon but if I get enough funding I can hopefully pay commission to said artist to make sure they can work on the game.

The other issue is the game in it's current state is not optimized for lower end machines so I will work on taking advantage of things like multi-cores and GPUs so that the game can run on the weakest of machines ;)

The only real risk is I won't be able to finish the game in time but I already have the basics down so I'm pretty it can be done.

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Funding period

- (30 days)