Development of ADOM started on July 12, 1994 and continued steadily since until November 20, 2002 but due to personal life issues and unavailability of the source code the development was put to stop…till now…
Recently the Indiegogo campaign to continue the development of ADOM was successful with almost $50,000 raised and 9 more days to go !
The new stretch goals promises graphics with the help of Zeno’s NotEye ($50,000) , Customized tile sets ($55,000) additional classes and races ($60,000) and much more ! (Those goals are totally achievable)
In addition, there is a chance that this time the game will finally be open sourced !
ADOM is primarily known for being the first roguelike to include vibrant towns, NPC dialog, and quests, but it offers more than just a rich story line in a complex fantasy world:
A huge game world with dozens of locations such as towns, randomized dungeons, and secrets
Loads of races and classes allowing for almost infinite play styles
Hundreds of monsters and items, many with enhanced random features
A corruption system forcing you to balance lust for power with fear of damnation
Spells, prayers, mindcraft, alchemy, and more
Dozens of quests and branching story lines
Numerous wildly different endings that might alter reality itself!
Sadly, although ADOM was highly polished, it was left in an unfinished state. Bugs, loopholes and other problems have been identified over the years, but I never had the resources to fix them. I believe I’ve found just the team of experienced, enthusiastic developers and artists to pick up where I left off and make ADOM something truly epic.
DEATH OR GLORY – I NEED YOUR HELP!
If this Indiegogo campaign is successful in reaching the funding goal, you will see a new release of ADOM, version 1.2.0. Here are some of the things you can expect:
New stable releases for all supported platforms (Windows, Linux, MacOS, Amiga, NetBSD, FreeBSD; Android and iPad/iOS are going to be stretch goals). Operating systems have evolved since 2002 and compatibility is becoming a serious issue.
Bug fixes for every bug we can find
Game balance patches
At least 12 new corruptions will be added to the corruption system.
13 new items will be added (but see below for that extra level).
4 new monsters will be added (but see below for that extra level).
As a result of “getting over with funding on August 22nd” an extra special new boss monster with a special new map, 2 new artifacts, 4 new minion monsters for said boss and 16 new items that only will be recoverable on said special level are going to be added to the game.
More elaborate interaction for many things that are currently only handled superficially
UI improvements to bring ADOM up-to-date with the progress the roguelike genre has made, to be decided upon based on recommendations of players in the forums (e.g. colored message, some kind of auto-exploration and others)
A series of magical statues distributed across the dungeons
A roster of new named random boss monsters with special powers
Exciting new graphics for the title screen and some quest-related events
Audio for sound effects and music for the game areas and important events
A freshly revised manual
Honestly, I have very high hopes for ADOM. I’m keeping this campaign modest, but I have big ideas in case we surpass the goal. I‘ll be announcing the stretch goals later in the campaign, but let me give you a taste of what I have in mind. I‘m thinking at least two new races and classes, builds for Android and iOS, a scripting module for user extensions, and finally, the release of the ADOM source code as open source, with community management, building, and training included.
STRETCH GOAL #1: NOTEYE SUPPORT (upon reaching $50,000)
As the first stretch goal we intend to integrate Zeno’s NotEye into ADOM. NotEye provides a graphical front end to textual roguelikes and seems to be the perfect option to provide tile support for ADOM (and best of all: for ADOM II, too, so effectively you are supporting two games in one). This will allow for
graphical tile sets in various resolutions (32×32 and 64×64 at least)
custom tile sets provided by the community
selecting either a graphical or ASCII version of ADOM for play
the possibility of a 3D mode (even if it’s more of a joke mode)
Our Youtube video video shows a sample demo, using NotEye, a demo tile set and an early version of a composition by Lucas Dieguez. Enjoy!
The following image gives a more detailed impression of what NotEye can do for ADOM:
STRETCH GOAL #2: CUSTOMIZED TILE SET (upon reaching $55,000)
This stretch goal will provide a customized tile set for ADOM, done solely by Krys, our artist. Krys will do his utmost to create the most beautiful tile set ever. See the image below for a sample of what Krys is capable of:
STRETCH GOAL #3: ADDITIONAL CLASSES AND RACES (upon reaching $60,000)
Two new PC races will be added: Mist Elves and Ratlings. Two new PC classes will be added: Duelists and Chaos Knights.
STRETCH GOAL #4: ADOM DELUXE ON STEAM (upon reaching $65,000)
At this level we will produce the long ago promised Deluxe version of ADOM, specifically to be published to Steam. And we’d try to do our best to also support other platforms like Gamersgate and Desudura. All donors from the $40 and above levels of this campaign will receive a free license for ADOM Deluxe if we reach this level. ADOM Deluxe will include new challenge games, restorable save files and an extended character generation process allowing you to select from more options. ADOM Classic still will remain free, the idea of this stretch goal is to use the awesome tile support at this level to make ADOM Deluxe more of a mainstream game in order to be able to fund the continuing development of the free ADOM Classic version.
A highly detailed and extensive quest related to volcanoes (no, not a boring variant to the tower of eternal flames) will be added to the game. It’s going to be chilling to the bone, believe me!
STRETCH GOAL #7: QUEST FOR ROLF (upon reaching $80,000)
The mysteries surrounding Rolf finally will be solved with a series of exiting new levels and quests introducing many new monsters, items and artifacts and unravelling one of the many mysteries of AODM.
STRETCH GOAL #8: TWO MORE NEW QUESTS (upon reaching $85,000)
Two additional new quests will be added to the game, details to be discussed with the community.
STRETCH GOAL #9: THREE MORE NEW QUESTS (upon reaching $90,000)
Three additional new quests will be added to the game, details to be discussed with the community.
STRETCH GOAL #10: FOUR MORE NEW QUESTS (upon reaching $95,000)
Four additional new quests will be added to the game, details to be discussed with the community.
STRETCH GOAL #11: FULL-COLOR ADOM Lite RPG (upon reaching $100,000)
At this level the ADOM Lite RPG will be done in full color. All donors for the RPG will receive this upgraded print for free!
That’s it, folks. If we ever should come close to the stretch goals in the nineties I will think of more exciting stuff!
If you are a fan of Total Annihilation (and Spring), you would be as excited as I am to know (if you didn’t read it already on other GNU/Linux Gaming websites) that many of the same developers will be doing a spiritual sequel on a much bigger scale, now you will be able to build bases on different planets and asteroids, and use the asteroids as a Doom’s day weapon (you got to see the concept video below). As with Total Annihilation – mods will be supported !
Almost $500,000 of the $900,000 required have been pledged so far, and there are stretch goals to reach (like a full campaign)
Planetary Annihilation brings Real-Time Strategy to a new generation of gamers in a way they’ve never been seen before: Total Annihilation-inspired gameplay on a planetary scale.
We all know that the RTS genre has taken a hit. There just aren’t that many quality original RTS games coming out. If you love to play games like Total Annihilation your options are pretty limited. This is where Planetary Annihilation comes in. It is meant to be a truly innovative spin on what RTS games can and should be.
A Solar System Is Your Playground
Expand your empire to harness the resources of entire solar systems to create vast armies with which to annihilate enemy planets, destroy rival systems and win the Galactic War!
Pick Your Battles
Play a quick skirmish with a friend on a single planet map with a low unit cap or a 12+ hour game with 40 of your closest frenemies and thousands of units. You can also hone your skills against Planetary Annihilation’s AI or team up with a friend against multiple AI’s.
Advanced Command and Control
Planetary Annihilation’s order queuing interface allows you to control massive armies spread across multiple worlds with ease. Get strategic views of the action anywhere, anytime by zooming in and out of the war zone, and use split interfaces and multiple windows to keep an eye on multiple battlegrounds at once.
Procedural Planet Creator
Create custom or randomized maps with our procedural planet creator. Like what you see? Save them and share them with the Planetary Annihilation community.
Streaming Resource Economy
Use resources to build mega projects. Assign swarms of construction units in realtime to manage your economy. Reclaim wreckage and terrain to quickly regroup after a battle.
Planetary Annihilation’s rendering engine is brought to you by the team that developed the rendering engines for Total Annihilation and Supreme Commander. Our engine will allow you to explore vast, new procedural worlds with diverse terrain and build on everything from small, airless rocks to huge earth-type planets. No two maps are exactly alike.
Client-Server Networking Architecture
Other than Total Annihilation, which was asynchronous, most Real-Time Strategy games use a synchronous networking model, which means that all the computers in a given game are held back by the slowest machine. The Planetary Annihilation engine uses a client-server model so that the “heavy lifting” can be done on a game server, freeing up gamers’ machines to engage in bigger battles with more players!
Advanced Modding features
Create new units, gametypes, maps and planet archetypes. Run your own servers with your own sets of units and game modes.
Uber Entertainment is an independent game studio founded in 2008 by a team of industry veterans who wanted to create high quality games in a small team environment. In 2010 we released our first title, the critically-acclaimed Monday Night Combat. In 2011 we brought MNC to Steam and in 2012 we released Super Monday Night Combat, which we continue to update weekly.
Folks at Uber Entertainment have worked on games like Total Annihilation, Command & Conquer, Supreme Commander and Demigod. We are hugely passionate about Real-Time Strategy and can’t wait to show you our vision for the future of the genre.
Jon Mavor has worked in the game industry since 1993. As a longtime game engine technologist, Jon wrote the graphics engine for Total Annihilation and was the lead programmer on Supreme Commander. He has been the CTO of Uber Entertainment since its inception and is the creative lead for Planetary Annihilation.
Steve Thompson got his start in 1997 at Cavedog Entertainment, where he worked on Total Annihilation. In 1999 he joined Gas Powered Games where he worked as an animator, director of cinematics, and art director for the Dungeon Siege and Supreme Commander franchises. Steve joined Uber in 2008 and is the art director on Planetary Annihilation.
Let’s face it, game publishers today want sequels in very restrictive genres. In many cases game publisher overhead makes small projects not interesting to them.
That’s where you, the RTS fan, comes in.
It’s very unusual to put something like this in front of gamers this early in the process. We are in a new era where you get to decide what we spend our time on. Planetary Annihilation is meant to be a truly innovative spin on what RTS games can and should be. You as the customer get the ultimate vote in whether we make this game. Your dollars are your votes and the better we do the more resources we’ll have to bring you a great game.
Thank you so much to everyone that has supported us so far. The response has been fantastic and while there’s a bit to go, it’s really awesome to know we have so many votes of confidence and a ton of encouragement already behind us.
Expeditions: Conquistador which I wrote about earlieris tactical RPG with turn based combat which is similar to the good old classic Fallout games in it’s combat.
Recently they released 3 Let’s Play Expeditions: Conquistador videos which explains the combat in more depth.
So if you were unsure about pledging to this project, I hope those videos will help you decide.
Also note that like in the classic Fallouts – you don’t always have to pick the fighting option and there are also more diplomatic resolutions to game situations.
Take your towers on the offensive against an endless sprawl of baddies in this tower defense classic. Your goal is to keep your opponents from crossing the battlefield and taking you down. Populate everything in between with deadly towers and create intricate mazes to incinerate, freeze, laser, and electrocute your way to victory.
BIT.TRIP BEAT is a charming, retro-inspired music rhythm game. Players must deflect an onslaught of projectiles, each successful deflection resulting in a musical sound. Link ‘em together to get a rhythm going! Every move is crucial, as letting anything through will threaten to disrupt the beat. This is the BIT.TRIP sensation that has — so far — spawned five awesome spin-offs and sequels.
In SpaceChem, players take on the role of a Reactor Engineer, designing complex reactors that transform raw atoms into the complex chemicals needed to survive sinister threats on the frontier colonies of space. It’s a maddeningly addictive puzzle game, and with the help of the built in level editor, it’s ensured that you’ll have plenty of challenging atomic manipulation at your fingertips.
* Note that the Android version of SpaceChem is designed for devices with a resolution of 1280×800 or greater. Please try this demo on Google Play
Break into computer systems and nab valuable, secret information as you take on the role of a hacker for-hire in Uplink. The hacking gameplay in Uplink is textbook cyberpunk, complete with cracking software, credits, and nasty megacorporations. It’s like a puzzle-adventure with all the action taking place between bits and bytes in cyberspace.
* Note that the Android version of Uplink is only compatible with tablet devices.
In this beautiful puzzle-platformer, autumn has arrived and you must help the spirits of fallen leaves find their way home. With only indirect control at your fingertips, you must choose a few good spirits to build stairs, change wind flow, and act as guides for the rest of the spirits, making decisions that may ultimately sacrifice the few to save the many.
The Humble Bundle for Android 3
Five amazing games for your mobile delight. We’re bringing you a mountain of entertainment for your Android devices. Pay-what-you-want to get BIT.TRIP BEAT, Fieldrunners, SpaceChem, and Uplink! And if you beat the average price, you also get the beautiful platform-puzzler Spirits! Please note that Uplink and SpaceChem require tablets if your are playing the Android version.
Love your desktop? So do we. Buying the Humble Bundle for Android 3 also gets you the games on Windows, Mac, and Linux! For your listening pleasure, each game also comes with an official soundtrack.
Pay what you want. On their own, these fantastic games and their soundtracks would cost to the tune of $52, but we’re letting you name your price!
The games work great on Android, Windows, Mac, and Linux (system requirements here). Note that this is the initial release for many of the Android and Linux versions of the games. Please be patient while the developers fix any 1.0 bugs as quickly as they can, and don’t hesitate to contact us if you run into any issues.
Support vital charities. You get to decide how your purchase is divided: between the developers, the Child’s Play Charity, or the Electronic Frontier Foundation. And, if you choose, a Humble tip for putting this promotion together is much appreciated!
Harmonia is an online, moddable, tactical RPG with a flexible scripting language that allows the community make their own content. The first goal is $15k, and almost $1k already been pledged with 24 days to go. As you can see from the screenshots, the developer uses Ubuntu which is a great sign for us the GNU/Linux gamers. An early alpha demo is already out so you can try and see what the game is about.
Update #1 – Play the demo!
Try out the first public development snapshot of Harmonia! In this demo, you play the classic text-based version and it is NOT representative of the final game. For more details, including the FAQ, please read our updates.
The Harmonia project consists of two main elements: an online TRPG (Tactical Role-playing Game) set in the Kingdom of Harmonia, and a robust game engine built for custom content and modding.
The game uses SDL, a cross-platform multimedia library, and will be available for Windows, Linux, and Mac OS/X. If there is demand, we can also port the game to the following platforms: Android, AmigaOS, AmigaOS 4, FreeBSD, BeOS/Haiku, iOS, Mac OS 9, MorphOS, OpenVMS, PlayStation Portable, Syllable, Symbian, and webOS.
The game casts you as leader of a band of heroes fighting alongside other players’ forces. Your battalion explores the world, traverses large dungeons, completes quests, and engages in strategic combat against other armies on the battlefield. As you complete areas of the game, you unlock new classes, races, flair, and abilities for your characters and your account.
Behind the game, Harmonia is also a platform for players and developers to create their own games hosted on their own servers. The Harmonia engine allows all of the game’s assets, including zones, character classes, and abilities, to be modified using a lightweight, flexible scripting language. These scripts are open for anyone to edit, and can be modified and recompiled while the server is running, allowing designers to tweak their creations even while playing them. In this way Harmonia provides an infinitely moddable tactical RPG engine.
Together, these elements create an online gaming experience with limitless possibilities. Once a player completes all of the content on the official Harmonia servers, they have the option to either create their own content and run their own server, or join one of many unofficial servers hosted by the community and explore player-made content. This opens the game up for endless expansion as we, the developers, take notice of top-quality player-made content and integrate it into our official servers if the creator so desires.
Play the Text-Based Version
The text-based MUD version of Harmonia has been in development for over five years. The server is always online, and open to the public. If you’d like to play this version of the game, all the instructions necessary to connect are here:
Most elements in the game, including all spells, classes, quests, and gameplay rules, are scripted using the Lisp-inspired Harmonious language. These scripts can be easily modified and recompiled while the server is running, and new zones can be plugged into the game simply by pasting a new folder into the “/scripts” directory. Zones can have their own custom spells, complex puzzles, equipment, and artifacts with unique effects far beyond simple stat bonuses.
Almost anything can be implemented using this scripting environment. Here are some examples, many of which are currently already in the game:
a stone that solidifies all nearby swamp into stone when used,
an offensive spell that changes its element based on the weekday,
a Sokobon-like puzzle zone with pushable boulders,
a maze with teleporters, switches, keys, and logic puzzles,
a blacksmith NPC that exchanges gold and rare material for randomly-generated equipment,
a cursed zone that becomes haunted during the night.
Scripts can be short and simple, like these weapons in the Bandit Camp zone:
…or they can be very dense for more complex tasks. Here is a sample from the blacksmith’s script, run whenever a player speaks to them:
Harmonia is still in the process of converting itself from text into the third dimension, but to go forward, we’ll need to expand the studio to include one or more artists, a writer to develop an intriguing storyline, more developers to create game content, and musicians to produce the soundtrack. However, the most important issue facing us is that this project will take a great deal of time to complete. We want to devote ourselves to working on Harmonia exclusively, which naturally means we’ll need salaries until the game is completed.
We have big plans for Harmonia, but because of our small size and unknown status, we’re also realistic about our goals and fund-raising targets.
So, we’ve split our fund-raising targets into three categories: 1) The amount we feel we can safely raise to finish the engine, 2) The amount necessary to create a great game with a great story, and 3) The amount we’d need to produce the full game we truly want to make.
Initial Goal: $15,000
The Server: Although the server is essentially complete, we’d like to make it more efficient, expand the scripting environment, and finish connectivity with the new 3D client.
The Client:Harmonia’s 3D environment is relatively new and we’re still transferring over the interface from the old text-based game. We have plans to overhaul the UI to provide a more intuitive, visual gameplay experience.
Artwork: The current Harmonia team doesn’t have a dedicated artist, so we’re hiring one to allow the development team (currently just one member) to devote as much time as possible to programming.
Polish Gameplay: The centerpiece of gameplay is the ability to control more than one character at a time. Our interface for that will be unlike anything we’ve seen before, so we’ll naturally spend a great deal of time working out the kinks.
Goals at this tier focus on fleshing out game content, including artwork, music, and playable classes.
Full Game Content: The Harmonia engine allows for detailed zones with extremely unique quests, puzzles, and gameplay challenges. We’re going to push that engine to the limit with a set of 30 zones, one for each level of gameplay.
Much, Much More Artwork: We want to produce a large variety of tile, sprite, and 3D art. Time spent on creating art will be split between making zone-specific assets and miscellaneous assets to be used for anything, especially community-made work.
Exciting Adventure Soundtrack: In addition to being tech-savvy, the members of our team are college and conservatory-trained musicians and composers. We’re dedicated to applying our training to produce the best soundtrack possible.
Over 50 Playable Classes: At levels 10 and 20, each primary class has the opportunity to promote to one of two secondary classes. With at least 32 unique classes by the end of the game, your force of 4 characters will have 1,048,576 possible class combinations.
Chapter-Driven Storyline: Our storyline, consisting of 6 chapters, will involve civil unrest, the forgotten history of your fracturing Kingdom, an expelled sect of tyrannical priests, and an invasion from a dark, otherworldly realm.
The project goals for this tier focus on the modding environment, PvP gameplay modes, and additional features to add further polish to the game.
Server Selection: When running Harmonia, a server selection screen will appear with official servers up top and unofficial community-run servers below. This gives players the chance to try out community-made content, and it gives developers the opportunity to see their creations played.
Character Customization: Character creation will allow for more visual features, such as the ability to swap out a character’s hairstyle, change their colors, and select from alternate costumes designed by our artistic team.
In-game Scripting Tools: The Harmonious language is easy to script, but for players without programming experience who want to create their own zones, there will be a simple editor for maps, items, and entities that will require no scripting knowledge. Once the basics of a zone are finished, programmers can then modify these zones to add their own custom scripts for more complex ideas.
Harmonious Documentation: On our website, we’ll provide thorough documentation for every scripting command, as well as tutorials for both the total newbie and the seasoned programmer.
Skirmish Mode: In addition to adventuring, you’ll have a mode where you play against either the AI or another player’s force. Every player will have a ladder ranking so they are pitted against a force of equal skill level. Players will also be able to join forces to fight larger battles in 2v2, 3v3, and 4v4 game modes, as well as a free-for-all mode.
Role: Melee Fighter Traits: Soldiers are balanced fighters with useful melee skills, magical abilities, and reasonable defenses. They are leaders with useful skills and spells to benefit their group. Strengths: Soldiers have a variety of skills to exploit low-defense opponents like Archers or low-resistance enemies like Warriors. In addition to fighting, they have a variety of useful abilities to aid their group. Weaknesses: When there is no clear Weakness in an opponent, Soldiers struggle. They are also vulnerable to heavy-hitters like Knights, and tend to be high-priority targets because of their leadership skills.
Role: Offensive Melee Fighter Traits: Knights are fast, powerful, massive centaurs that hit their enemies hard. They specialize in dealing heavy damage and disrupting enemy group formation. Strengths: Knights, as centaurs, are able to move quickly through open terrain types such as Fields. With their armor-piercing attacks, Knights can easily break through the strong defenses of Warriors, or push and pull opponents on the battlefield as they please. Weaknesses: Knights have several hit points, but very little defense or magic resistance, so they can be difficult for priests to keep alive in tough fights. Centaurs are incredibly slow in rough terrain types like Forest or Desert.
Role: Defensive Melee Fighter
Traits: Warriors are stout, strong, slow, dumb fighters with a near impenetrable defense. They are protectors who always belong in front of their weaker allies. Warriors specialize in maintaining stable group formations.
Strengths: Warriors can safely absorb extreme damage from strong opponents such as Knights and Archers and protect their weaker allies from harm. They can also bash mobile targets to the ground to prevent enemy forces from moving. Weaknesses: For all their defense, warriors deal damage very slowly over time. They are best paired with Archers or Magicians to make up for their lack of offense. Warriors also suffer heavy magic damage.
Role: Physical Ranged Fighter Traits: Archers are capable of fast, deadly strikes from afar that can cripple nearly any opponent, but they have no offensive or defensive ability in close combat. Strengths: Archers unload deadly volleys of arrows from the back ranks of your force, dealing unbelievable amounts of damage to even the most heavily-defended targets. Weaknesses: Despite their strength from afar, Archers have virtually no fighting abilities in close-ranged combat. If caught off-guard by a melee opponent, they may die very quickly. It is best to find a melee fighter to take the hits for you.
Role: Strategic Melee Fighter Traits: Birdsoldiers can fly and maneuver around opponents during combat with ease. Although frail, they are very effective hit-and-run fighters and excel at harassing the back ranks. Strengths: The Birdsoldier can instantly fly to the back ranks of any opposing group and release a flurry of attacks against spell casters, forcing an otherwise stable force to lose their formation. They are the most magically proficient melee class. Weaknesses: Birdsoldiers are physically weak and tend to lose direct one-on-one melee confrontations. To be effective, Birdsoldiers need to take advantage of their mobility to recharge their abilities safely out of combat.
Role: Magical Ranged Fighter Traits: Magicians use powerful offensive spells to inflict magic damage to weak-minded from the back ranks. They have various utility spells as well. Strengths: When fully rested, Magicians can unload an extreme amount of damage to single or multiple foes almost instantly. They are most effective against low-resistance classes like Knights and Warriors. Weaknesses: Once mana reserves are depleted, Magicians are frail and vulnerable in melee combat, so they should be kept in the back ranks at all times. They are especially vulnerable to attacks from Birdsoldiers.
Role: Healer Traits: Priests are the primary healing class for the group, making them an essential member in all confrontations. They have various utility spells to aid their party members. Strengths: Priests are the most effective spellcasters available. During combat, they can keep the tank at full health and provide quick recovery between battles. Weaknesses: Because of their abilities, Priests are top-priority targets and extremely vulnerable to physical damage. They are pathetically weak and absolutely useless in melee-combat, so they must be protected in the back ranks at all times.
Role: Support Caster Traits: Monks use a variety of buff and debuff spells to keep their forces at peak fighting condition. In combat, they use hand-to-hand abilities as well as both offensive and healing magic. Strengths: Monks take quite a beating physically, making them effective tanks against melee classes. If they choose not to use their support magic, they can use their offensive spells to tear opponents who have weak magic resistance to shreds. Weaknesses: Although their bodies are trained to take a punch, they’re not trained to withstand powerful magic. Monks suffer greatly at the hands of magicians and are ill-equipped to effectively defeat them.
I wanted to chime in really quick to say that we are changing our delayed Linux and Mac release. We are launching all three versions on the original release date. We are really excited to bring you this news! We want to support our Linux and Mac community. We will keep working hard and please help us advertise!
They are still far from their goal of $75k, which 17 days left.
So if you want to help bring this tactical RPG to Linux, please pledge.
Hey, folks! It’s that special time once again, where I fill you in on all the goings-on in the development of Telepath Tactics.
First and most importantly, Telepath Tactics now supports user-created campaigns! You may recall me mentioning last month that Telepath Tactics will have a single player campaign. Well, why limit it to just one? The game now supports an unlimited number of user-created single player campaigns, each with their own custom characters, battles, enemies, items, attacks, dialog, and even cut scenes.
All it takes to add a new campaign to your copy of the game is to download the campaign as a zipped folder, then unzip it into the Campaigns sub-folder; Telepath Tactics will automatically recognize the new campaign and add it to the list for you play. Simple as that! Creating a new campaign is simple, too: just create a new folder, copy-paste the game’s default .xml files, then start editing and creating maps using any standard text editor and the Telepath Tactics map editor program.
On the gameplay side of things, I’ve added important features unique to campaign mode such as persistent character experience and leveling, as well as persistent character inventories.
Another cool feature: you can now hand-place items on the battlefield, or stick them inside of objects or characters. Want treasure-filled barrels? Easy! Want certain enemies to spawn with bandages or focus pills in their inventories? Go for it! This particular feature works in both multiplayer and campaign modes.
Next up on the agenda, character animations are coming along nicely. There have been persistent questions about whether the static placeholder graphics currently in-game represent the final character graphics. I keep telling people that they aren’t, that the final game will feature full animation in four directions, but this answer hasn’t seemed to stick. Perhaps a little visual demonstration will help!
Drum roll, please–it’s time to strut your stuff, ladies and gentlemen:
The above image is an animated gif, and therefore it has some dithering and loss of color–the animations appearing in the finished game will not. Lorne Whiting is the remarkable fellow responsible for all of these gorgeous animations, in case you’re wondering whom to worship. I understand that he doesn’t have any official altars set up at the moment, but feel free to praise him in the comfort of your own home.
Speaking of people with ungodly amounts of talent contributing to Telepath Tactics, I have news to announce: the incredibly gifted Nick Perrin will be contributing music to the game! You can check out some of his excellent past work here (including my personal favorite, the incredible Piano Trio in C# Minor).
Things are coming along slowly but surely. More to come!
Telepath Tactics is a multiplayer turn-based tactics game set in the world of Telepath RPG. Who is the greatest tactician of them all? Grab your friends, assemble an army, and find out!
See the world of Telepath RPG as you’ve never seen it before, with gorgeous hand-made pixel art by Lorne Whiting!
Destroy walls, build bridges and lay explosives, changing the face of the battlefield to your advantage!
Capture the high ground to get damage and range bonuses for your ranged attacks!
Fling enemies off of cliffs and into environmental hazards like water and lava!
Inflict nasty status effects like blindness, burning, weakness and stun!
Control the map to grab randomized item drops before your opponent does!
Build an army from 22 different classes, each with its own suite of attacks, stats, and elemental strengths and weaknesses.
Battle with multiple play modes, including Last Man Standing, Generals and Capture the Flag.
Multiplayer games support up to 6 players at once. Battle up to 5 AI opponents and/or friends right on your computer in hotseat multiplayer, or have an long-distance match over the internet.
Play through a single player campaign with all-new characters in a story of war and political intrigue!
Telepath Tactics — A multiplayer turn-based tactics game set in the world of Telepath RPG, featuring a brand-new engine and gorgeous pixel art.
Telepath RPG: Servants of God — The third chapter in the Telepath RPG series, a hybrid wRPG / sRPG that takes place in a Middle Eastern steampunk setting.
Telepath Psy Arena 2 — A tactics game with a randomized marketplace of soldiers for you to recruit, train, and command in a series of increasingly challenging battles.
Evilot is an unique Puzzle / Defense game, for GNU/Linux, iOS, Android, Windows, Mac, and Ouya
The soundtrack of this game is nothing less then amazing (live orchestra) and worth pledging to it alone, you should really listen to the two released tracks (embalmed in this post) Out of the $10k they ask, $~3,500 already been pledged and with 25 more days to go – they will surly reach their goal and more.
Evilot is a Puzzle / Defense game, where you play as Count Dolfus, a retired evil overlord, that just wants to spend his last days in peace. The problem is that the small retirement fund you’ve managed to amass, over decades of evildoing, is too tempting a prize for the heroes and adventurers running through the Kingdom of Evilot, so you’ll have prepare your defenses to withstand their fierce attack.
50 Levels, Spread across 5 Territories, spanning over 8 hours of gameplay.
15 Playable units, 5 Summons
Soundtrack composed of 11 songs specially composed for the game
Evilot will be released for PC, Mac, Linux, iOS, Android, and yes, OUYA! We were backers and pledged on OUYA since day one, to get our hands on one of the consoles and the corresponding SDK’s by December and thus to be able to release Evilot the very first day you get your hands on yours.
Unique and Engaging Gameplay.
On Evilot we developed a “combo mechanic”. For example, if you place 3 units on a row or column, those units get removed from the board and you get a higher level unit.
So you have to choose between a wider defensive spread or a tough unit on one row. You’ll have to constantly evaluate your position, instead of the “place and forget” approach found on many other known titles.
This is also tied in with unit acquisition, bigger combos mean that you’ll get to place more units onto the board, as it is not based on collecting a resource and “buying” your units.
When the team was assembled to develop an indie title, each one of us knew it would mean making hard choices without the financial aid of a publisher, so we designed a game focusing on our top priority; Delivering engaging gameplay at the highest possible level of production values.
We’ve been doing that for almost a year, yet we want to make the game even better, and that’s why all the support we’ll receive goes right back into the game, to make it the best it can be. Your backing will let us extend the scope of the game so everyone will get more gameplay, more content and even higher production values.
Another important goal of this Kickstarter campaign is to raise enough funds to record it’s soundtrack with a live orchestra. Since we want to make the best possible game we can deliver, every extra dollar above our goal will go towards:
- More levels: for every 2,000 dollars above our goal, we’ll be able to add a level to the game. (We would be able to hire junior designers to fine tune each of those levels in order to make sure they are challenging yet fun!)
- Minigames: for every 10,000 dollars above our goal we’ll add a minigame mode (We would very much like to hear what you would like to have in the game).
- Antiheroes: if we raise 40,000 dollars above our goal our team will be able to add a whole new game mode (Or a spinoff game free for all backers), in this game mode you’ll be able to choose between different Antiheros besides Count Dolfus, to command your minions.