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$5,463
pledged of $20,000pledged of $20,000 goal
40
backers
Funding Unsuccessful
The project's funding goal was not reached on Thu, October 31 2019 1:56 PM UTC +00:00
Last updated October 31, 2019

Lume - RPG with skilled directional melee

Master your weapons, choose your path, and decide the future of an underground civilization

Lume - RPG with skilled directional melee

Master your weapons, choose your path, and decide the future of an underground civilization

$5,463
pledged of $20,000pledged of $20,000 goal
40
backers
Funding Unsuccessful
The project's funding goal was not reached on Thu, October 31 2019 1:56 PM UTC +00:00
Last updated October 31, 2019

About

                                                           Try the alpha demo of the combat system
Try the alpha demo of the combat system

Forget single button mashing to attack and block, 

Forget memorizing that perfect rotation of skills to put on repeat forever. 

Yes, you already have the art of dodge rolling, character positioning and timing those health pots. It is engaging and these are significant skills to be mastered. 

BUT, in sword fighting, shouldn't the focus of mastery be more on the speed and accuracy of positioning the sword to block/attack?

Directional based sword combat has been done, but its far from being the new standard and is wide open for innovation to improve. 

The purpose of Lume is to create a story rich RPG with a unique sword fighting system that is engaging, exciting and fresh.  When you're no longer plagued by the inevitable boredom of traditional rpg melee, you can more thoroughly enjoy a story to its end.  

Features:

  • Experience directional combat that will continuously challenge you
  • Explore a strange glowing underground civilization
  • Take on multiple enemies at once with fast reflexes and tactics
  • Adapt your style to combat a variety of monsters and fighters
  • Interact with charismatic characters along your path
  • Store your loot in your soul stone to hide it from the mages
  •  Collect rare abilities and assign them to weapons for devastating effects 
  •  Gather quests and reveal an adventure that could give you freedom 

Combat in Lume is designed so that each encounter feels exciting and uniquely challenging.  You have to stay focused to get your sword in the right position for every action with a 360 degree radial.  You will get better with practice and it will be rewarding.  Notice the indication of proper positioning for an attack in the gif below. It's similar for defending. 

gif indicating how to attack

As your skill increases you will take on many opponents at once. Focus on hitting your blocks and you will not be overwhelmed, or dodge away and reset. 

gif facing multiple opponents

There are many weapons to find and try in Lume.  Each one effects your tactics in a fight. They have various attack ranges, speeds, radius, power etc. Please don't try to block a warhammer with a dagger!

You can switch between your two weapon sets on the fly to adapt to various situations. 

Any weapon you see an opponent carrying, you can take from them.  You can replace what you are carrying or send the item to your soul stone, which acts as a cloud inventory in the game. 

gif weapon ability use

Weapons and armor can be modified to hold enchanted lumes with powerful abilities. While often devastating, these require timing and strategy to trigger. They wont save you if your basic skills are lacking. 

You spawn into the world with two weapon sets and one armor, and you cannot carry more with you. You must choose wisely from your soul stone what to take for each quest before you start them.

The surface is uninhabitable.  Lumes were discovered as a source of energy and power to survive underground.  As a resource they provide sustenance, currency, heat, and often magic. Once consumed they are depleted and stop glowing.  

The mining and supply of lumes was quickly controlled and regulated by a few "high mages" that became the rulers of civilization.  It is rumored they have a device that recharges spent lumes, but no one has confirmed.  Those living outside of the mages society depend on thieving and surface mining for lumes to survive. 

High mage levitating on lume powered platform
High mage levitating on lume powered platform

An enchantment the high mages developed solidified their tyranny.  They created lumes that could trap a soul, provided they were there to catch it leaving a body at the time of death. They found they could spawn this soul into the world and it would materialize in its original body.  Instead of being 'alive' it exists completely on lume energy and is linked to the lume it was captured in, called a soul stone.

Since these captured people can be respawned infinitely unless their soul stone is destroyed, the mages threaten them with eternal torture until their will breaks and they become obedient servants. It is on the backs of an army of these servants that the society maintains a high level of order and underground luxury.

Soul stone servants (defined by glowing eyes), mining for lumes

You start as a rebel, raiding mining camps for lumes to survive.  Being one of the most fierce fighters of the rebels has its price. The mages become aware of your skill and set a trap that results in your death.  They capture your soul and you wake up in their chambers.  They give you a clear choice between obedience and eternal torture, by showing you those that chose the latter. 

The mages keep most of the powerful effects of the lumes to themselves and they restrict the study of enchantment, so there is no competition to their rule.  Still, there are rebellious enchanters driven by awe and curiosity hiding within society.  They struggle to secretly keep up with the innovations of the mages or make their own.  

Once you are serving the mages, a citizen and secret enchantress named Ezry seeks you out.  Full of contagious ideas and optimism, she tries to offer you freedom.  She claims that with your help she could create a new uncontrolled soul stone to transfer you into.  

You would need to build enough trust with the mages to access secure areas, and find the supposed machine that is recharging lumes for them.  She assumes it must be what sustains the soul stones indefinitely.  Her lofty goal may be free energy for all, but you are left weighing it against the risk posed to your strange existence. 

Currently Lume is being developed solely by myself, Jordan Anglemyer. I am a 3d artist working for an architectural firm. I have been lucky enough to work on this project part time. To take my demo and make a full game, I am going to need more help and time though. My goal with the kickstarter is to prove the viability of the project, as well as gather resources to help create the content needed in a reasonable time frame. 

I've had the idea in mind to try innovating sword fighting mechanics in third person rpgs since I started playing them as a kid. So many games I loved over the years, but the one thing I usually felt unsatisfied with was the sword fighting. I wanted something skill based that would not become tiresome to do so many times throughout a game as I feel fps and strategy games have achieved.  I'm also a sucker for a good story, and feel that story doesn't need to be left behind by a game focusing on combat mechanics. 

I began tinkering with the idea three years ago. I had to learn many new skills during this time to make it happen. I spent a lot of time testing out possible sword fighting mechanics. What I came up with, I believe has solid potential to build on.  I hope you do as well, and I genuinely thank you for reading this far. 

Risks and challenges

It is a monumental amount of work for a solo developer to make a game. To minimize the risk of not finishing, I am keeping the game small with a relatively short campaign and greatly limiting the number of environments, characters, and mechanics. If successful on release, this would be part one of a larger story that could develop more mechanics like a magic system, co-op, etc.

With these limitations in place, I feel confident in my ability to develop Lume into a full single player game. There are obviously more systems that need developed which I am already working on, but the vast majority of what is needed is art assets. With help and time to create polished content, we can breath life into this game and experience its potential together. I will not give up on this project, but I rely on your support and contributions. Please follow the project, keep in touch and don't be shy with offering suggestions and feedback.

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Funding period

- (30 days)