- Dec 13, 2018
Development started around one year ago with just some random scribbles and ideas, but the project has now grown in size, and many people have contributed to making this project hopefully see the light of day. We are developing the whole campaign in 1.31, and may consider upgrading when/if the latest patch natively supports custom campaigns.
We follow the story of Adevramies, a warrior monk from a monastery of "witch hunters" who are devoted to a religion of fire. They call themselves The Brothers. They are mercenaries, but have their own moral compass and feeling of righteousness.
Adevramies and the other brothers are frequently sent on missions by their paterfamilias (the head of the monastery) to deal with situations that are seemingly out of the ordinary, and needs to be dealt with.
The political climate in the capital city is tense. There have been recent protests, and the two biggest political parties are now up for an election to decide who the ruling party will be. The politicians are all mostly corrupt, and have egotistical or dangerous ideals.
We wanted to go with an unconventional, yet intriguing combat system and settled on turn based combat as seen in many other JRPG games such as the Final Fantasy series. An innovative combat system with 100% custom UI has been developed to make combat as fast, seamless and enjoyable as possible.
The combat system itself is built around three enemy lines, and two party lines.
The enemy lines consists of one front row (can attack the players front row), one back row (can't attack any player rows unless it's a ranged unit), and one ambush row (can only attack the players back row unless it's a ranged unit). The player front row can only attack the enemy front row (not the ambush row or back rows), and the players back row can only attack the enemy ambush row.
Ranged units are not limited by formation, and can attack anything. The clue is to change your combat formation to best suit your style of combat.
You will encounter enemies randomly while in hostile areas, and then combat will play out in isolated arenas. Specific encounters such as boss encounters is also supported.
The talent system consists of three "paths", where each path contains four clusters. The root node of each cluster is a brand new ability that you can use in combat. When you have activated the final node of a cluster you will have the possibility to move to any root node of the next set of clusters in any path, so you are quite free to build your characters as you please.
We decided to go for a dialogue system like in the old JRPG games with scrolling text boxes and facial expressions of the currently speaking character. We plan on making lots of facial expression "cards" for all important, and non-important characters.
- Inventory system.
- Crafting system.
- Quest system.
- Shop/trading system.
- A lot of other small systems.
The campaign consists of 7 different zones, all with varied geography and climates. You will find everything from mountains, caves, tropical islands, dark gloomy cult hideouts, nordic fortresses, peaceful countrysides, bustling cities and more, all meticulously thought out and created.
The people behind the different key features, in alphabetical order:
- Deadreyo - UI frame creation in typescript for almost all the systems.
- Deepstrasz - Manuscript writing, model editing, and music composition.
- FeelsGoodMan - Level design, model editing + model ripping, animation, texturing, editing UI image files, general design and aesthetics.
- xYours Trulyx - Advanced Combat System, making spells, enemy AI and encounter system.
Other notable mentions: