Telepath Tactics is a turn-based tactical RPG in the tradition of Fire Emblem and Disgaea. It features a single player campaign with well-written characters embroiled in a tale of war and political intrigue, as well as 2-to-6 player multiplayer with support for hotseat play.
~$18,000 of the $25,000 needed was already pledged.
Groupees “Build A Greenlight Bundle” offers 9 games to choose from (and Desura keys) + many music/sountrack/game bonuses. Most of the games offered are for Windows, BUT at least two of the games will be available for GNU/Linux at some point in the (hopefully) near future. So you can get only those two games+free bonuses for $1.5 (or more if you want) !
Make haste because this bundle ends in less than 3 days !
Salvation Prophecy is a space epic. Four warring factions battle over control of the known galaxy. Space stations and planet colonies endure constant assault. You begin your journey as a soldier recruit. Through intense planet and space battle, your combat skills will be put to a grim test. Success is rewarded with powerful skills, combat gear, and ship upgrades, and you may rise in rank to become commander of your faction. Lurking in the dark recesses of the universe is a threat foreseen by an apocalyptic prophecy. A danger far greater than mankind’s endless battles.
I Shall Remain (ISR) makes you responsible for the life of one US Marine who has awoken in a Zombie infested world. Its up to you to lead him on a path that will allow him to survive, fight back and become a leader of men. ISR has superb artwork, music and storytelling that is reflective of the high quality standard that its creators live for. Its creators have challenged themselves to leave a lasting impression on the independent gaming industry with a serious, entertaining and cost-effective game dedicated to a group of young people who created a culture.
Private Infiltrator is an Arcade-like Stealth game that bears the noir art style. With the aid of numerous gadgets and abilities, the player needs to Infiltrate and disrupt the evil ASB organisation Headquarters. The player will be able to bypass numerous security measures such as keypads that are connected to doors, computers, safes and many more.
The Private Infiltrator (Indie) – Alpha Review and First Impressions
As I’ve wrote before, Torque 3D was released as open source under the MIT license – however fully porting it to GNU/Linux takes time and money. For this purpose the creators of the engine - GarageGames started an IndieGoGo campaign. The goal is to FULLY port Torque3D to GNU/Linux (including the editor !) For this GarageGames intends to hire a community member full time to work on the project We have $29,487 to raise in 45 days.
Sadly I’ve seen many campaign that want to bring something for free for the whole community (instead of just for those who pledge) – fail, even trough the purpose is far greater. Please help bring Torque 3D to GNU/Linux and make it available for all. This will bring us a great and professional engine to use in our projects.
We Want Linux to be a First-Class Citizen for Game Development
Right now, Linux has some great programming libraries for developing games, but when it comes to working as a level designer or an artist, the tools are lagging behind Windows and Mac OS X. It’s not from lack of trying. There are great developers working on tools day and night for Linux, but the going is slow. Unity announced an export option for their engine so that game developers on Mac and Windows can export to Linux. This is EXCELLENT news for Linux game players. It’s the same news as always for Linux game developers: to make games: buy a Mac or pay for Windows if you want to make games.
We started this campaign to change that message. We want Linux to be a first-class citizen for game developers. We recently open sourced Torque 3D under the MIT license, and the first deluge of questions were about Linux compatibility. The move to open source Torque was something that the founders of GarageGames wanted to do over 10 years ago, but they also needed a business model for their studio.
Torque is the engine that was originally used in the Tribes series of games, and has seen a number of advancements throughout its history. Since open sourcing it, we have had nearly 300 forks of the codebase on GitHub. You can find out more information about Torque at the GarageGames site and download it from GitHub to kick the tires. Unfortunately, it’s only for Windows right now, so you might have to flex your Wine or dual-booting muscles to try it out.
What’s In It for All of Us?
We want a dedicated Linux-native game development platform. We don’t think that Linux game developers should have to switch between machines so that they can develop on Windows and just test on Linux. We don’t think that they should have to fiddle with Wine to get the simplest of editors to work natively, only to have the whole thing crash when importing models. We want Linux to be a native platform for game developers.
Workflow for Engines without Native Support
If you use any of the popular engines out there that have Linux support, here is a workflow (assuming dual-booting).Open editor. Import models, edit level, add logic, etc. Build the game. Export to Linux. Copy the binary to a shared drive. Reboot and load Linux. Copy from the shared drive locally. Run the game. Crash. Get crash report. Copy crash report to shared drive. Reboot. Load engine and crash report. Find mistake and attempt to repair. Repeat.
This loop is a little faster if you have two computers next to each other and a shared device, but even then you’re switching gears and doing a lot of waiting. Waiting means that you have time to get coffee or check Slashdot for news, but it’s also time that you could be making your game.
Our Solution: Linux-Native Game Development
Obvious, right? Well, it should be. But it’s also an answer that takes a lot of time and money to implement. When commercial software companies look at their bottom line, the return on investment for developing software for Linux is really low (and often unknown) in the game engine development world. John Carmack noted during his keynote at QuakeCon that “Valve announcing Steam Linux support changes things a bit but we have made two forays into Linux commercial market, most recently with Quake Live client but that platform just hasn’t carried its weight compared to Mac” (45:26, QuakeCon 2012 – John Carmack Keynote). This was specifically about game targets, but the lack of commercial editor support for game development on Linux speaks volumes on how the engine industry feels about Linux.
Luckily, our platform layer has some of the core functionality needed for a Linux port. Our dedicated server has been used on Linux for a number of years with different games, and that handles much of the core engine functionality. What currently is not working on Linux is the game editor and shared client. That’s where you come in.
So, How Will the Money be Used?
Well, this is an experiment to see if crowd funding can pay for specific features that people really want in a game engine.What we are asking for is enough money, based on a number of estimates from strong Linux developers who have ported large codebases in the past, to make this port happen. The estimates were between two and three months for a single, dedicated developer. We chose three months to accommodate any found-work that can come up. As software developers, we know that once you start down a path, new work will be discovered, so we wanted to make sure to include a buffer for it.
The project will pay $45 an hour for roughly 3 months worth of work from a single developer (a team can be hired to increase productivity, but there will be a finite amount of money from the campaign to pay them). Of course, IndieGoGo will get 4% off the top for hosting the service. The payment providers (credit cards, PayPal, etc) will get roughly 3-4% depending on international fees, etc. Then, the prize tiers will be fulfilled, shirts and such bought and shipped! The remainder of the money will go towards the development team porting Torque 3D to Linux.
When Will We See Updates?
As it is developed. That’s right. Torque 3D is open source and up on Github right now. You can download it and take it to town, kick the tires, and see what it’s all about. There will also be a Linux branch live on GitHub where you can watch the developers porting the engine to Linux. You get to see the benefits immediately. You do not have to wait a long time watching for infrequent updates, hoping to see something in a year or two. You will have full access to the development branch of the Linux port to see the team’s progress, commit by commit.
But even if we do not reach our goal, and your money goes right back in your pockets, we think you’ll see a Linux port eventually. It just won’t be nearly as quick since the developers have jobs, families, bills, and they’re doing the port of a very large engine in their limited free time. Why not hire them so that the port can be their full-time job? That’s what we want to do.
Our first platform target is 32b Ubuntu, with stretch goals for other platforms to be announced.
I love Linux, but have no money! How can I help?
Tell people. Tell your friends and family, local installfests, anyone who would love to make games on Linux.
Share this project using the IndieGoGo social tools, your favorite social media platforms, or just by linking to it on forums that you frequent!
Leave comments so that we can answer your questions.
Torque 3D is based on the 2007 Frontline award winning Torque Game Engine Advanced. It has been actively developed for over ten years, beginning its life at Dynamix for the Starseige Tribes games. After the closure of Dynamix by Sierra On-Line, some of the studio formed GarageGames with the vision of changing the way games are made and played.
GarageGames is a 3D visualization middleware company dedicated to creating top-tier technology for the game and simulation industries. GarageGames has over seventy years of combined experience and a successful engine platform for the last 10 years.
These amazing games (and film!) are DRM-free and ready to play on Mac, Windows, and GNU/Linux, and can optionally be redeemed on Steam (if you purchase for $1 or more). GNU/Linux users can also redeem select titles on the Ubuntu Software Center!
The interesting thing in this bundle is that Dungeon Defenders uses the Unreal Engine 3, and yet – the game was ported to GNU/Linux.
As you might recall, Ryan Gordon had problems porting Unreal Tournament 3 to GNU/Linux due to undisclosed reasons (I suspects that it was because of the 3rd party software licensing), and no other game that uses the UE3 was attempted to be ported to GNU/Linux since.
So this may open more UE3 engine games to be ported to GNU/Linux.
In Star shipping Inc. you take the role of the captain of of a cargo ship traveling between star systems to trade goods and commodities in strive to become the richest star ship captain in the galaxy.
Star shipping features high resolution beautiful space backdrops, planets, aliens, nebulae, space ships, items, and characters. The game includes an in game store where you can buy upgrades to your ship in order to increase performance and get a higher score. For example, you can buy upgrades to get more speed, strength, or resilience. The game also features a bank where you can keep your savings and where you can loan cash in times of need.
Anima Gate of Memories is an action RPG set in the Anima Beyond Fantasy world featuring a deep compelling story and exciting game play. It’s being developed with Unity and will have a native GNU/Linux client. The anima graphics is excellent on 2D and I hope that they can bring it’s glory to 3D too, as the gameplay aims to be a mix of Devil May Cry and Kingdom Hearts. You can also take a look at their official website and pledge to their kickstarter campaign.
A nameless woman. A monster that even nightmares fear. In an age of conflict, two lonely souls are trapped in a labyrinth of memories and darkness. Both have been summoned to an ancient place where a war in the shadows is about to begin.
Can they unravel its secrets before being consumed by its spiraling dementia?
Anima Gate of Memories is a third person action RPG in which the player must explore a vast world filled with both dangers and wonders. The game is being developed by the same people that wrote the Anima Beyond Fantasy role-playing game books and the Anima Tactics miniatures game, who are now working with an experienced team of video game developers. Our first goal is to publish Gate of Memories on Windows and Mac through Steam, but there are also plans for console releases.
The game is mostly focused on action, but as any good RPG, it will also have infiltration and puzzle content. In addition, while Gate of Memories is story driven, it doesn’t force you to ride along rails from place to place. The idea is to give players freedom to explore a rich world and tackle obstacles in the order they want. These choices, even if you make “wrong decisions” or leave behind story points, will have a big impact on the progression of the game. This way, players can visit many different places and reach very different conclusions at the end depending on their choices.
Sounds pretty awesome! Can you give me a quick overview of the features?
It will be DRM free!
It will feature gorgeous graphics and animations. Travel through the tower of Arcane and the world of Gaia across stunning backgrounds and places.
It will feature a deep and multifaceted story. A player’s choices and actions will influence the journey and decide the destiny of the characters.
There will be battles with epic bosses. Challenge many legendary entities, each with their own special features and game play.
It will utilize a combat system that combines RPG elements with fast paced action and spectacular attacks and spells.
One of the challenges we have set in Gate of Memories is to make the game play a special experience. In the game the player take the role of two different characters, each of which has their own abilities and powers, and are customizable; every time they level up, players will be able to decide how to develop the characters skills, much like the advancement in the Anima Beyond Fantasy RPG books.
Players can also switch between the two protagonists, even in the middle of an attack to combo moves together. So players get to play both characters and can combine their powers in an almost limitless number of ways.
Anima Gate of Memories is set in Gaia, an anachronistic setting which combines many elements, such as traditional medieval fantasy with magic-based technology. While a great part of the game will take place in a mysterious tower called Arcane, the player will be able to move to other parts of the world and experience the wonder and awe of Gaia.
Arcane is an extremely unusual place. Not only does it have a huge labyrinthine structure inspired by tarot cards, but it will also alter its appearance according to the memories and experiences of its “guests”.
For reasons unknown at the beginning of the story, shortly after the arrival of the main characters Arcane begins to attract powerful entities known as The Messengers and begins adapting its interior in a “dreamlike” way to reflect the lives of these creatures. Thus, the set of the game is not just made up of ruins and tower interiors, but of elements as diverse as dark forests or old battlegrounds. Of course, not every area is totally independent. At the points where the lives of The Messengers cross, the rooms blend into each other connecting the different dreamscapes together.
The story of Anima Gate of Memories is one of the most attractive and absorbing parts of the project, since it combines intense personal storylines and an engaging script.
The game tells the story of The Bearer and Ergo, members of an ancient society called Nathaniel which for centuries has protected mankind from the darkness. At the beginning of the story both receive the order to recover an old artifact called The Byblos that has been stolen by a renegade of the order. The Byblos is a collection of prophecies announcing a chain of events that could trigger a vast cataclysm in the world.
After a long pursuit, crossing areas ravaged by war and misery, The Bearer and Ergo are able to corner the fugitive in the center of an ancient construction. However, before they are able to recover it, the whole area is swallowed by an abyss.
Sometime later, both awake locked inside a strange structure without any way to escape. However, they are no longer alone. Strange beings called The Messengers are also summoned there. Soon, they will discover that something darker than they could imagine is about to start, a war in the shadows in which both will have a leading role.
The Bearer is one of two main characters of the game and one of the cornerstones of the story. She is a twenty-year-old girl who works in secret for a holy society called Nathaniel as a hunter of nightmares. A decade ago she awakened the entity Ergo Mundus making a pact with him. This unusual act allowed her to partially control the creature as well as share some of his powers.
Oddly she has no name, since as part of her pact with Ergo, the demon “ate it”. Nobody can remember what she was called before, so the other characters refer to her as “The Bearer of Calamities”, the given name of anyone who holds Ergo Mundus (while the latter simply calls her “Baby”, a nickname used to upset her).
At the beginning of the game her background is not known, but as the story goes on and the characters travel deeper into Arcane, various fragments of her past, as well as the moment when she signed her pact with Ergo, are displayed through enigmatic dreams and visions.
Of the two main characters, The Bearer carries the greatest emotional charge. Her personality is serious and melancholic. She hates the supernatural, believing that it is what destroyed her family and her chance to have a normal life. Above all she hates herself and the special blood that flows through her veins due to her pact with Ergo. However, despite her tough facade, she is still a young woman who dreams about the same things that any other girl of her age would.
The Bearer of Calamities uses the pages of Ergo as weapons. She can will the pages of the book to appear around her forming anything she imagines, from angelic wings to swords, which she can use to attack enemies or defend herself.
Ergo Mundus is the companion of The Bearer, as well as the character who takes the male protagonist role in the game. He is an enigmatic immortal creature (Nathaniel calls him a demon, but the truth is that nobody knows for sure what he really is) who, centuries ago, triggered a conflict that almost plunged the world into a state of chaos. After being stopped through the combined efforts of Nathaniel, the Church and the Saint Elienai, Ergo’s physical body was so shattered that, to avoid his destruction, he was forced to hide his soul in a book. Since then he has been under the close supervision of Nathaniel, which agreed to allow Ergo to exist in that form in return for his help destroying other creatures like himself. However, to do so one condition is necessary; someone must sign a pact with him, a contract that allows that individual to control the demon’s powers and, on unusual occasions, re-create a temporal body for him.
Ergo’s personality is very charming in his own particular way. He is an egocentric foulmouthed character who craves attention. He loves making cynical comments only to disturb The Bearer, and he is always reminiscing about the past atrocities he committed. However, the truth is that he is not as terrifying as he pretends to be, nor has he perpetrated such horrible acts. In fact, Ergo doesn’t remember anything about his past before being sealed in the book, although he has never confessed it to anyone.
Of course Ergo’s background hides much more. His true identity, as well as the real reason why he has been bound in the book for centuries, will be essential to the story.
Ergo’s fighting style is very violent, but with his own stylistic look. He attacks by creating cuts in mid-air (which is visually represented as “energy claws”) and summoning monsters that emerge from his body or directly from the ground.
Ergo and The Bearer’s relationship
The bearer and Ergo Mundus have a curious relationship. Outwardly they express mostly indifference and hatred towards each other, however, this disguises fondness though this isn’t clear at the beginning of the story. At the start of the game their relationship is purely “master and slave”. The Bearer despises the monster that for years Nathaniel has taught her to hate and Ergo loathes the human who has the power to control him as a simple pet. However, the player will soon discover that she has a particular affection for him, not only because Ergo saved her during their first encounter (at the time she made the pact), but because after being reunited years later, she realizes he has always been at her side.
Ergo’s feelings are more contradictory. Proud and egocentric, he will not realize how important she has become to him until it is almost too late. For a long part of the game he will try to bother her all the time with cynical jokes, but he will surprise himself more than once putting his life in jeopardy protecting her.
Throughout almost the entire game The Messengers play the role of the main antagonists. These are creatures that have been summoned to the interior of Arcane, whose memories and minds shape the chambers of the ruins.
Several centuries before the beginning of the story, the prophet Harael Grimoire had a disturbing vision; in a near future twenty-one creatures would be the harbingers of the end of all existence. Since Harael had never been wrong before, Nathaniel took the threat very seriously and, from that moment, their agents have tried to locate and eradicate the foretold “Messengers of the End”.
Based on Harael’s predictions the organization created a list of twenty-one candidates which embodied the greatest threats to the world. Since then, the organization placed a special emphasis on their capture and destruction, but given the considerable powers and intelligence of such beings, they have been unable to neutralize any of these threats.
These “Messengers”, represented by the twenty-one Major Arcana of the tarot, are immortal beings of huge power who, to a greater or lesser degree, have been involved in several major events in the history of Gaia. Even if they bear no relationship, their long lives had allowed them to know each other. Ironically, Ergo Mundus is considered one of The Messengers, but is now forced to hunt his compatriots.
Of course, each one of them has an interesting background with deep motivations and a complex life. With the cut scenes of their areas, and book scripts that Ergo and The Bearer can collect, the player will discover who they really are as well as their personal drives, giving them character development so that they become more than just ”bosses” to be vanquished.
Created by a collaboration of occidental and asians authors, Anima Beyond Fantasy is a license recognized for its role-playing books, miniature wargame and card game. Anima products have been translated into English, Spanish, French, Italian and German, and are available in more than 20 countries worldwide.
Our teams consist of professionals with a wide body of knowledge in the field of developing games of all types. Our ranks include people like the creative mind behind the Anima Beyond Fantasy world, Carlos B. Garcia, and amazingly talented artists like the internationally known Wen Yu Li.
Our goal has always been to create a game of the highest possible quality, a work that would be a memorable experience for anyone who plays it. Unfortunately, although we would like to say that we can embark upon the project on our own, we realize that we have a limited number of people to achieve it and, most likely, the team would be unable to accomplish the desired result. Therefore we have resorted to Kickstarter with the conviction that, by raising money in this way, we can create a great game without sacrificing any of the quality we are determined to achieve.
Everyone who is involved in the project, regardless of the size of your contribution, will be informed of the evolution of the game and will see how our work is progressing “behind the scenes”. For this, we have created a blog and a forum that will allow you to contemplate the progress of our work and ask the questions you consider relevant.
However, our intention is to go beyond simply reporting the project status. Since it is thanks to your collaboration that Gate of Memories will be possible, we want to hear your suggestions and opinions, thus making you a small part of our team. Therefore, there will be decisions that we want you to participate in, since it will enrich the quality of the game.
Of course, we have additional goals planned, that we would be able to implement in Gate of Memories if we are able to raise a large amount of money.
$120,000 or more
10 additional skills or powers for each of the main characters.
4 additional enemy types.
A vocal main theme and ending theme.
10 additional skills or powers for each of main the characters.
4 additional enemy types.
A highly detailed new zone to explore.
Additional cut scenes and dialog to add story and character development.
5 additional skills or powers for each of the main characters.
New finishers and QTE animations.
20 New sub-quests and additional events.
2 additional playable characters with many customizable options.
Boss rush mode.
Release of the game on 1 console.
A cooperative mode that will allow 2 players take on the adventure together.
2 Additional Messengers, each one with their respective areas.
A fully animated opening and closing cut scenes.
A secret final boss, who can only be unlocked by completing certain story quests and choosing certain options.
$500,000 or more
A VS mode in which players can fight each other or against a series of special enemies.
A survival mode played out in an additional dungeon as endgame content.
A playable epilogue that link the game with its sequel.
We would like to thank all of the people who believe in us. It is because of your faith in our work that we are able to make things that entertain us all. We would also like to express our gratitude for looking at our project here. With your help we can turn our project into a reality.If you have any question about this project, feel free to contact us here on this Kickstarter campaign or at Anima@edgeent.com.
Days of Dawn is an old school RPG that tries to catch the feeling of the classic games of the 16-bit era with a beautiful much improved HD graphics.
Explore a world whose magic just came alive in a beautiful roleplaying game featuring round-based combat and a unique magic system.
Wondrous events are taking place – forces yet unseen haunt the people of Kalea – toddlers hovering in the air, a wife ignites her house in anger. Sent out to explore the origin of these forces, our young heroes unravel a sinister plan and learn about the secrets of a past thought to be long forgotten.
Remember that special flair and feeling, roleplaying games once had, with you immersing deep into a world of wonders and fantasy?
„Days of Dawn“ is an old-school roleplaying game coming in HD-glory, pledging to take you back into this world – imagine classic titles of the 16-bit era in beautifully handpainted hi-res graphics and an orchestra-quality soundtrack.
The village theme, an example of the games wonderful score from the outstanding game-music composer Michael Stoeckemann (Sound of Games).
Your up to four companions encounter the most vivid and original creatures in a blazingly fast sequential round-based combat system while researching the mystery of marvelous powers recently felt and seen in the lands of Kalea. Learn to use these forces by channeling your feelings – use emotions instead of spells to evoke powerful magic with a surprise. Chose your path and your companions to enter a vast network of nonlinear storylines in a world whose magic just came alive.
Explore an open world full of mysteries and adventure in multiple nonlinear storylines
Experience a unique magic system with an emotional approach in a world whose magical forces just awakened
During your journeys, have three companions out of a range of seven complex player characters join your party
Engange battle in an incredibly fast and intuitive round base combat system
Join in-group interaction and social involvement among your party members
Encounter original characters and creatures in beautifully handpainted scenery and a fantastic muscial score
Basic version to be developed in English and German, additional languages possible
Will be available for PC, Mac and Linux
In a world, whose magic just came alive, magic is experienced as an alien force of unknown nature, evoked by emotional outbursts. Without scientific research of these mysterious forces, there’s no spells to chose from or tomes to study.
Those gifted with these powers can unleash them in times of danger or need, yet unable to control the exact nature of the effects they evoke; instead, the characters nature and it’s current situation influence the effect called. Only as they advance on their quest, they start to learn to handle these forces and gain the ability to choose an emotion to channel into magic and, later on, a specific effect to cause.
With two additional traits – emotional control and emotional strength – and seven feelings of differing intensity, not only do your characters personalities influence the outcome of magic usage, but also the experiences and encounters they make during their journey.
In April 2012, Tassilo gathered a team of highly talented, gaming-addicted professionals from the games industry summing up to a total of 45 years of business experience and having joined forces to create nothing less but the game of their dreams. Among the titles we’ve been working on you’ll find names like AION, Jagged Alliance Online, Rainbow Moon and Settlers 7, War of the Worlds and Lords and Knights.
Meeting Dawn, another example of Sound of Games’ wonderful soundtrack.
We had the chance to showcase the games prototype to the press and the feedback was outstanding. See for yourself:
- “An ambitious and exciting project. You can feel the developers passion for Days of Dawn. RPG-fans should keep an eye on it!” (gamersglobal.de)
– “We’re eagerly awaiting the game and hope, it will live up to our expectations. With these indegredients and this team, we can probably be quite confident about that.” (spielemagazin.de)
– “We could get some small insight into a coming indie RPG and have been thrilled by the presentation […] Roleplaying-fans should keep an eye on this title!” (ps3inside.de)
– “If Bumblebee is going to keep their word, we can expect an exciting RPG next year.” (lanipage.de)
– “Fans of old RPGs should keep an eye on that title […] it’s like a declaration of love to RPGs of that time […] This could be something really, really beautiful coming up.” (topofthegames.com)
We’re a bunch of professionals from the video-games industry who teamed up to create nothing less but the game of their dreams. While we found many interested publishers during this years gamescom, we soon realized that this way of creating Days of Dawn would come with a lot of tradeoffs – loss of the brand, monetarisation and other cutbacks of the original concept we feel to be important to the vision of our game. To sum it up: We want to go the indie way.
With a project of this size and complexity (we expect about 11 months of dedicated fulltime work), kickstarter and so eventually the player itself is our chance to create our vision as it was supposed to be. By supporting us in our kickstarter-campaign, you are actively supporting the idea of Days of Dawn and us, the team who’s about to make it come true. By supporting us on kickstarter, you’re kind of getting part of the creation process, of the whole team.
You are making a dream come true.
For this, I want to say thank you. It’s great to have you guys around here. Let’s make Days of Dawn become reality. Now!
To make this game come true, we did our best to keep the budget as small as possible. All of us work on this game out of love for the genre and the project. To make it happen, we’ve set a very low base goal, but would love to enhance the game as much as possible, with your help. If we exceed the basic goal, we’ll be able to put even more time and love into the game and will add additional stretchgoals as we progress in the funding.
95,000$: Our basic funding goal will take us to the completion of the game. With this goal reached, we’ll be able to complete the game on a great level of 25 unique and original creatures, 15 types of mixable, handdrawn areas, 25 original and illustrated characters and stunning 30 minutes of orchestra-quality music.
120,000$: This first stretchgoal will allow us to double the number of nonplayer-characters to interact with, all painted in beautiful detail by the talented Anako and allowing us to increase the overall gameplay and depth.
Terry Welsh the developer of Retrobooster let me know about his upcoming survival space platform shooter game (which looks excellent even at this stage of development)
My name is Terry and I am making Retrobooster, an upcoming 2.5D survival shooter and cave-flyer. It was a hobby project for a long time, but my day job was holding me back. In July, I quit my job at NASA and became a full-time indie game developer.
Retrobooster lets you pilot a thrust ship across the galaxy, focusing on the thrill of flying just as much as blasting enemies. Some cave-flyers keep the flying slow or neuter the physics in some other way, but Retrobooster enhances its survival theme by keeping the flying fast and tense. This is accomplished with a combination of clever control laws and realistic physics. Retrobooster also sports colorful explosions and other effects produced by a custom particle engine. All of this produces an arcade experience with a balance of bullet hell mayhem, flying challenges, and delicious pyrotechnics.
The gameplay consists of skill-based flying and shooting, grabbing tokens to get power-ups and weapons, and figuring out how to get through each level. Beating a level can mean rescuing people, solving puzzles, or surviving speed-flying challenges. Replay value comes from multiple difficulty levels, the chance to play for high scores, and your constantly improving ship control skills.
Retrobooster is about two-thirds through development. The gameplay has matured enough that I am now releasing its first playable demo. I hope this will generate good feedback that will help make it a better game.
Platforms: Windows, Linux
Release: TBD 2013
* Classic thrust ship controls, plus reverse thrust
* High quality physics, with believable collisions and death by crushing
* Unlocked levels can be replayed anytime
* 4 difficulty levels
* Single player or up to 4 players split-screen
* Cooperative and deathmatch multiplayer modes
* Acquire weapons and power-ups by destroying enemies
* Electronic soundtrack by Kevin Meinert – http://www.subatomicglue.com
* Customizable controls
- Mouse and keyboard
- Game controller (Some popular controllers are recognized automatically.)
This demo will not be finalized until Retrobooster is complete. Expect demo updates as the game improves.
My background is in visual simulation and virtual reality, but games are a whole lot more fun to make. I have long been interested in artistic programming as you can see from all the OpenGL screensavers .
Retrobooster has been a pleasure to create, and I hope you try the demo.
Telepath Tactics (like the other games in the series) is a deep turn based tactical combat which explained in more depth in the following video :
What is Telepath Tactics ?
Fantasy tactics with mod support, manipulable battlefields, a Fire Emblem-style campaign and hotseat multiplayer.
The Kickstarter presentation
Imagine that Fire Emblem and Disgaea had a baby, and that baby turned out to be a prodigy…
“With destructible buildings, bridge construction to create new flanking opportunities and the ability to throw people into lava, it sounds like Telepath Tactics may contain all that is necessary for my tactical needs.”–Adam Smith, Rock Paper Shotgun
“The gameplay recalls Sega’s Shining Force series, mixed with a bit of Advance Wars — as a fan of both, I definitely approve of the direction this one’s taking!”–The Indie Games Blog
“Like all games of war—digital and otherwise—you must learn how to use the terrain to your advantage. You can smash through walls, rob the high ground, build bridges, and lay down explosives. You can also back your foes into undesirable puddles of stuff, like water and lava. For a change, try flinging your best friend off a cliff.”–GameZebo
“Telepath Tactics is the first tactics game where I felt competitive in a good way and had a great time whether I was winning or losing. I love the use of environmental effects in TT and they’ve led to some interesting land grab battles where it was more about controlling, deforming, or transforming the maps to win than directly battling my opponent.”–Phil Tibitoski, Octodad
Telepath Tactics is a turn-based tactical RPG in the tradition of Fire Emblem and Disgaea. It features a single player campaign with well-written characters embroiled in a tale of war and political intrigue, as well as 2-to-6 player multiplayer with support for hotseat play (i.e. you and your friends playing together in the same room, Super Smash Brothers style).
Telepath Tactics takes place in a fantasy-steampunk universe that averts most of the tropes you’re used to from these sorts of games. Magic doesn’t exist: instead, there is psionics and steam-powered technology reliant on a volatile, crystalline substance called vibra. Cavaliers don’t ride horses: they ride giant, armored praying mantises. There are no elves, no dwarves, no goblins, no dragons: it’s just humans and a few other, entirely original sentient races (such as the shadowlings, disembodied floating heads that quite literally feed on human suffering).
Telepath Tactics takes a highly deterministic approach to combat mechanics. Attack damage is 100% predictable, and attacks always hit unless there is some intervening factor (such as the attacker having been blinded, or the target having some special defensive status effect). In this regard, it is very much a game of skill akin to chess—chance will seldom determine the outcome of a battle.
Telepath Tactics borrows liberally from the best tactics games around to provide a wide variety of available strategies. Throw enemies off of cliffs; push enemies into water or lava; fling friends across gaps; set your enemies on fire; freeze them; blind them; cripple them; stun them; use hit-and-run tactics with cavalry and bowmen; teleport; grab item drops; stick your ranged units on the high ground to boost their effectiveness; the list goes on and on.
Telepath Tactics also brings fresh new environmental manipulation mechanics to the table. Push boulders, barrels and tables in the way to block off certain routes; build bridges to create new routes across water or lava; build barricades to brunt an incoming attack; destroy walls, doors and bridges to open up or close off routes of attack; shoot through open windows; place down explosive charges to create a trap for an unwary opponent. Telepath Tactics supports all of this and more.
The enemy AI in Telepath Tactics is aggressive and reactive. The enemy will not just sit around the battlefield waiting for your characters to wander into aggro range or trigger a script—instead, the AI will actively maneuver and seek out ways to get at your most vulnerable characters.
Telepath Tactics multiplayer comes with 22 unique character classes, each with its own strengths, weaknesses, and battlefield roles. The single player campaign features unique, named characters based off of these classes, each with its own custom stats and leveling schemes.
You don’t have to be content with the selection the game ships with, however. Telepath Tactics features extensive mod support that allows you to create custom multiplayer maps, custom tilesets, custom destructible objects, custom items, custom attacks, custom character classes, and even whole single player campaigns filled with unique characters, enemies, dialog and cut scenes. Everything is stored in easy-to-edit .xml files, so modding is a cinch.
The game also comes with a full-featured map editor to make creating new battles fast and simple. Create your own, or download someone else’s: Telepath Tactics supports all of the above.
There is a lot more I could say about the game. Rather than talk your ear off, however, I will direct you to the latest draft of the Telepath Tactics manual with more (and more detailed) information on how the game works.
WHERE IS TELEPATH TACTICS AT IN ITS DEVELOPMENT?
Every single thing you read in the section above is currently in-game and working. There is no question about whether this project is too ambitious to complete: it isn’t. The lion’s share of the really tough stuff is already done. I just need more resources to give the game all the content and polish it needs.
SO, WHAT DO YOU NEED $25,500 FOR?
I’ve crunched some numbers, and $25,500 is the bare minimum amount of money it will take to finish Telepath Tactics to my satisfaction. (Please note that I am not counting wages for myself in this figure. I don’t want a salary; I just want the money to get this thing done right.)
Here are the things your contribution will fund:
Hiring a sound designer to create all of the sound effects for every last button click, movement, attack, character death, item usage, and action in the game. Estimated cost: $12,000
Hiring a composer to flesh out the game’s soundtrack with more music. Estimated cost: $4,000
Hiring artists to create more art: tilesets, destructible objects, character portraits, NPC sprites, and a second gender for each character class. Estimated cost: $4,000.00
Promoting Telepath Tactics* at PAX East. Estimated cost: $2,000.00
Hiring a web designer to build a proper website* for Telepath Tactics. Estimated cost: $1,000.00
Now, if you’re good at math, you might be scratching your head right now. “Craig,” you might say, “that’s only $23,000. What is the last $2,500 for?” Good eye. The last $2,500 is to cover the estimated 10% cut that Amazon and Kickstarter take from whatever we raise. (For instance: if we raise $25,500.00, I estimate that these guys will take a $2,550 cut; that leaves just about $23,000, the amount I need to cover the expenses listed above.)
*Publicity is important to the game: it means more people for you to play against in multiplayer, and more people creating single player campaigns for you to play. Trust me, you want this!
WHAT HAPPENS IF WE RAISE MORE THAN $25,500?
In the event that this happens, I have a wish list a mile long for extra goodies I could pack into the game! If it starts looking like we’re going to break past $25,500, I’ll update this section with stretch goals for ways in which we can make Telepath Tactics even more awesome.