Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

Anything goes, except keep it to a PG-13 rating.
Bantichai
Posts: 25
Joined: Sun Jan 22, 2017 3:37 am

Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

Postby Bantichai » Sun Jun 18, 2017 9:07 am

Hi guys,

I hope PI doesn't take any offense to this. I am a long time fan of LW/LW2 and XCOM and have been developing my own tactical turn-based game. I'm a solo developer so whilst it is a daunting task it is also something I am extremely passionate about. If you guys are interested in seeing some early footage, please have a look at my youtube video :)

https://www.youtube.com/watch?v=hVHDCNb9MOU
Last edited by Bantichai on Tue Sep 19, 2017 7:26 am, edited 2 times in total.

Bantichai
Posts: 25
Joined: Sun Jan 22, 2017 3:37 am

Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

Postby Bantichai » Tue Sep 19, 2017 7:24 am

Hey guys, whilst busy preparing the combat demo, I've managed to hire a modeler to do a few armor sets and weapons for me. I'd like to give you guys a quick preview of some of the armor sets I've done. I've gone with a more grounded and realistic approach to armor. Also no boob armor, not negotiable :)
Attachments
Female Armor 1.1.jpg
Female Armor 1.1.jpg (84.3 KiB) Viewed 167 times
Armor Progress 4.1.jpg
Armor Progress 4.1.jpg (74.34 KiB) Viewed 167 times
Field 2.0.jpg
Field 2.0.jpg (254.56 KiB) Viewed 167 times

Bantichai
Posts: 25
Joined: Sun Jan 22, 2017 3:37 am

Re: Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

Postby Bantichai » Wed Sep 20, 2017 11:02 am

To round everything off, an example of armor progression for the first 3 sets in Dead Monarchy. Quite happy with the variety I got from only 3 sets :)
Attachments
Armor Progression Set 1.0.jpg
Armor Progression Set 1.0.jpg (179.81 KiB) Viewed 148 times

Bantichai
Posts: 25
Joined: Sun Jan 22, 2017 3:37 am

Re: Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

Postby Bantichai » Fri Oct 13, 2017 3:05 am

Just a small update on the interface again. Added some additional headers, change some statistic names and the main thing is I've done the tooltip for the items. Once again some of the stuff, including descriptions, icons (plate icon - lamellar name) and item effects are placeholder. Quite happy with the progress on this interface, to me it is something that can definitely make or break a game.

Image

Bantichai
Posts: 25
Joined: Sun Jan 22, 2017 3:37 am

Re: Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

Postby Bantichai » Fri Oct 13, 2017 3:06 am

I've been tinkering around with dismemberment and decapitations to bring a more visceral feel to the combat. Dismemberment and decapitations will also have an effect on morale but are quite hard to pull off. Once again this is still early testing and everything is subject to change but I'd like to say that dismemberment and decapitations will be in, in some form or another. Also the "gore caps" as I like to call them are not finished, which is why you can see inside the head/neck or waist. I'll scrounge up some textures later and fill in those gaps later on. Also don't pay any attention to the environment, I'm in the middle of migrating my game to a newer version of Unity. I've also zoomed the camera in further than it it is normally, just to show everything off.

Image

Bantichai
Posts: 25
Joined: Sun Jan 22, 2017 3:37 am

Re: Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

Postby Bantichai » Fri Oct 13, 2017 3:07 am

Also, another set has come through and I've ready to show it off. The great helms have quite a lot of variation, there will be plain great helms, decorated helms (with rings) and fully decorated (with helmet piece and rings). I haven't settled with the naming convention, but just wanted to point out the modular nature of some of the armor pieces. I've settled with 3 slots for armor, Head, Body and Legs. The reason why I've gone with this is because the armor zones tie directly into gameplay as they are each a stat and that stat represents the durability of each piece.

More details will come as I come closer to the demo, the other reason why was there was too much clipping with some existing sets and I would of had to rework a lot of the base meshes to avoid clipping. It got to the point where armors looked too similar and lacked striking/prominent features as too much emphasis was placed on not having armors clip. That said, I think there is still enough base variation with 3 slots also the individual pieces like shoulders and wrists will be bundled together with chests, so within base sets there would be progression within it as well. IE chest, chest with gauntlets, chest with gauntlets and shoulders.

Image


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