Homestuck Adventure Game is a spinoff of Homestuck which is an illustrated, semi-animated story on the internet that is an extensive parody of video games, most notably classic adventure games. Homestuck Adventure Game structure is very open, which suits a highly exploratory piece of freeform media with a huge cast and many silly tangents. This game would be a more formal exercise in interactive storytelling and feature a very cool soundtrack !
Till today this project somehow managed to gather more than $1.1MILLIONS out of the already huge goal of $700k with 22 days left ! As a follower of the gaming kickstarter projects, I have NO IDEA how this game managed to reach more than $1.1Millions unless there is some voodoo magic involved Maybe the fact that the interactive story begun more than 3 years ago and managed to get a fair amount of followers helped a bit.
After passing the $900,00 USD stretch goal the GNU/Linux client was confirmed.
About the project
Homestuck is an illustrated, semi-animated story on the internet. It is not a comic that just happens to be hosted on the internet – it was specifically designed to exist there, to explore the potential of the medium, and evolve through reader participation. I began working on it about three years ago. The end of the story is now on the horizon. When it’s complete, I’ll work with an independent game developer to create a game involving a new story based within the Homestuck universe–assuming this project is funded, of course. The readers, through their participation, have helped make Homestuck what it has become. They may continue to participate in Homestuck’s evolution by helping to fund this project!
If you are unfamiliar with Homestuck (or the site it lives on, MS Paint Adventures), it will help to know a little about the nature of the story and how it was made. Read below to find out more, or if you’re already familiar with it, feel free to skip to the next section where I talk about the project.
I have been told about Homestuck. Please tell me about this game.
Homestuck, like all other stories on MS Paint Adventures, was built on extensive parody of video games, most notably classic adventure games. The “mock adventure game” format has driven the creation of every page in the story, often with readers supplying commands for what the characters should do next. So for the project after Homestuck, I think it would not only be fitting, but quite exciting to present the story in the form of an actual adventure game.
I’ve worked with others to make small playable games as single pages of Homestuck before, creating them very quickly on small-to-nonexistent budgets. (Like this, or this, with RPG-like gameplay.) And some games I worked on alone. (Like this, and this, with Myst-like gameplay.) These were pretty casual projects, each made in a week or two, and slotted into a much larger, regularly updated story. But a more serious independent game project, with higher production values, many puzzles and challenges, and a fully developed, self-contained story, that is something that requires BIG BUCKS! The $700,000 goal will be enough to fund this project, but is really just about the bare minimum needed to make the game I have in mind. Games are expensive!
They also take a lot of time. The plan is this. I’ll finish Homestuck some time in 2013. In the meantime, there will be a high-level planning phase for the game project. The decisions reached will largely depend on the budget we have to work with: how much money is raised here. When Homestuck is done, that’s when our full attention will be on actual development. The game will be scheduled for release in 2014. I’m often asked what I will work on once Homestuck is done. If the project is funded, then this is it! As for what will happen with MSPA after that, I haven’t really decided yet. I might continue making some sort of content for it, but I’ll have to see what sort of time investment the game will require first.
We’ve talked to some independent game developers about this project already, companies that have already released great games. One in particular we have spoken with quite extensively about this project, and likely will be a good fit. Until things are finalized, that’s all the information we’ll release! Announcements like this will most likely follow after the Kickstarter is over.
So, what will the game be like?
It’ll be based on Homestuck, of course. But this doesn’t mean it’ll be anything close to a direct adaptation. That would be impossible! Homestuck is a pretty huge story.
It’ll be a little more like a spinoff than an adaptation. Something that draws from the elements already established in the vast Homestuck universe, applied more selectively to a shorter, self-contained story. Homestuck’s structure is very open, which suits a highly exploratory piece of freeform media with a huge cast and many silly tangents. This game would be a more formal exercise in interactive storytelling. I’ll use elements from Homestuck that I think will be interesting to expand upon in something new, likely with minimal relevance to Homestuck comic canon. Beyond that, things are pretty up in the air as far as plot and characters go. I have some ideas, but the concept will be a work in progress for a good while.
And when I say it will be a “formal exercise,” I don’t mean I won’t try to do anything creative or novel with the medium. I’ll definitely be looking for ways to have some fun with the adventure game format, maybe do a few things that haven’t been done before with the genre. But I mainly mean that my primary goal will be to make a well-produced and highly-accessible game by any standard, something that everyone can enjoy even if they’ve never heard of Homestuck before.
Expeditions: Conquistador is tactical RPG with turn based combat, like many other games it uses the Unity engine which now supports GNU/Linux.
It’s being developed by Logical Artists and the game already have a playable demo (although unreleased to the public at this stage)
Even at this stage the project is looking great, so if you like tactics and RPG – please consider supporting this project.
A story-driven tactical roleplaying game with a touch of strategic resource management and a pinch of choose-your-own-adventure.
Expeditions: Conquistador is a tactical roleplaying game with a touch of strategic resource management and a pinch of choose-your-own-adventure. Conquistador is set in a rarely visited part of history which is rife with mystery, political intrigue, and good old-fashioned violence.
You will take on the role of a Spanish Conquistador in South America in 1518-1520. Select the members of your expedition and explore campaign maps based on the actual topological maps of Hispaniola and Mexico. Through intricately branching dialogue, you will engage with the characters and situations that you encounter across these uncharted areas, and when it’s time to spill blood, a tactical combat system of great depth and brutality will let you control your individual troops in battle.
Combat is intimate and detailed, and failure has great consequences. Every expedition member has a face, a past, a set of personality traits, and of course a combat role – their morale will change depending on your decisions, they will chime in when you’re weighing your options, and if they fall in battle, their injuries will carry over to the world map, where they must be treated by your doctors until they’re back on their feet. Should you fail to treat your expedition members, they will die and be gone for good.
Choice and consequence is central to the play experience of Conquistador. As the leader of the expedition, you will face difficult decisions about the use of your troops and your resources, as well as how to engage with the factions of the savage New World. Will you defy history and be a diplomatic envoy of peace? Or will you be a ruthless conqueror determined to lay all of the Aztec Empire at your feet?
• Engaging and intricately branching storyline with difficult decisions and long-term consequences.
• A gallery of unique expedition members who chime in during events & conversations and react to your decisions – pay attention to their morale or you may have to deal with mutiny!
• Random events that throw you into danger, present unexpected opportunities, and build relationships with the members of your expedition.
• High replayability – dynamic endings reflect decisions you’ve made throughout the story, how much gold you bring with you back to Spain, and how many expedition members you’ve lost (or gained!) along the way.
• Detailed and tactical combat – make use of flanking, traps & barricades, attacks of opportunity, interrupts, cover & concealment, character abilities, and more.
• Character management – unlock special abilities by promoting your expedition members, assign equipment to your troops, and treat injured or sick characters with a triage system.
• Dynamic trading system – barter with different merchants and buy & sell resources based on local market conditions.
• Campaign maps based on actual topological maps of the Dominican Republic and Mexico.
Sadly Enola uses UDK, Inner Dream – Visual Basic, The Host Holic – RPG Maker XP and Y2163 might not even be released for desktop – so they won’t support GNU/Linux. BUT it is possible to write in the comments to which projects you want your pledge to go – so you can support only those projects who support you. There are wonderful rewards you can get for your pledges :
Like earlier games from the developers (sadly most of them don’t have a GNU/Linux client), but if you pledge $15 or more you will get Helena the 3rd (from the developers of Ensign-1 ). If you pledge $20, you will get the full bundle of the 9 games, and many earlier games from the developers. Pledge $30 and you will also get the source code of Christmas Magic ! $35 will double your rewards !
Developers from different countries have united to bring you the Kickstarter Indie Bundle!
Your support will help 9 developers to make 9 different games at the same time! The games are being made for PC, Mac, Linux, iOS, Android, Windows Phone and even the PS Vita!
We have tons of great rewards including: full versions of our current games, early access to alpha-versions of our current projects, original soundtracks, and lots of other gifts for our supporters.
Enola is a horror/adventure game about fear, isolation, and murder. You wake up on a desolate island, without any knowledge of your whereabouts or who you are. Over the course of your travels, you find there is something lurking in the shadows… and there is something dark and evil on this island.
Visit foreboding locations, solve intriguing puzzles, and find clues to uncover mysteries about the island and your own identity. You’ll have to be quick and cunning to survive, but do you have what it takes to save another life?
Enola is the second title by The Domaginarium, and it’s based on a game concept developed for the Ludum Dare Competition (#22).
Developer’s game description:
We wanted to make a horror game, but we didn’t want Enola to be a game about fighting monsters, zombies and things like that. We wanted to stay away from any “supernatural” type of horror because we wanted to focus on a more “human” kind of fear. Human beings are capable of horrible crimes, and we really wanted to explore that with this game. Enola isn’t exactly something that “makes you jump out of your chair”, but rather a game designed to be disturbing.
The game is also built around the main character’s or the killer’s backstory. The killer in Enola is a very disturbed person, and everything you find or uncover in the game relates to the killer or your character in every way. Enola is a very story-driven game that invites you to figure out what happened before.
Funds will be used to cover billing costs, pay additional artists from different disciplines, and cover legal expenses that we can’t do ourselves.
If we raise more funds, we’ll register as a Mac/iOS developer, and buy iOS devices for testing, as well as an entry-level Mac for testing and making sure system requirements are moderate.
Metagolf is a platform action game for 1 to 4 players. It’s like Mini-Golf but crazier since everyone is playing at the same time with the same golf ball. Unlock interactive championship courses with creatures, puzzles, and 7 different kind of balls or team-battle on the same computer through physics based obstacles and mazes. When a player touches the golf ball, it takes the color of his team. Players can walk with the ball since it only counts the number of shooting. You win the game if a golf ball of your color reaches the hole/target.
Developer’s game description:
The idea behind Metagolf is to mix the casual 2D platform genre with a physical based golf game. The most challenging part was to avoid the widely admitted boring gameplay of golf and only keep the basic rules of Mini-golf to make something fun and unique.
There is also a clear and assumed inspiration in old-school action games with split-screen multiplayer options and freedom of choice in the parameters. For example, it is very possible to add more or less rules like prohibiting the player to touch the ball or allowing unlimited number of shoot in a game. This way, you can customize each play and set your own difficulty level.
Another interesting feature of Metagolf is that single player level can all be played in multiplayer and vice versa! This is because there is several ways to reach a goal. Being able to create, customize and share new maps thanks to a built-in level editor was also something very important to include in this game.
If you enjoyed Sonic Pinball, Mario and Angry Birds then you will enjoy Metagolf
The game is already very playable and quite complete. Funds will be used to improve a few graphics like adding better looking players. Depending on the interest in Metagolf, we may add more features and additional levels.
‘Inner Dream’ is a modern fairy tale about dreams. What if time froze while you were sleeping? How could you wake up if everything around you now looks like a photo? Find your way through the world of dreams and make the clock start ticking again to find your way back to reality. The imagination of the protagonist, who is lost in his dreams, will lead the player to the farthest corners of his mind. Here, the hidden world of the subconscious reveals its true colors. The events of real life, echoes in his dreams, and the silence around him freezes in a vacuum of empty space. Inner Dream is more artful than usual games. This game is a combination of photography, music, and a mysterious story all together.
‘Inner Dream’ participates in the international animation festival LINOLEUM 2012.
Funds will allow us to finish the second, and perhaps the last, episode of Inner Dream. It will also help us to pay for English localization.
Ensign-1 is a space combat game that aims to give the player limitless freedom. You aren’t limited to merely piloting a single fighter throughout the course of battle. You can dock and board frigates, capital ships, and even asteroid bases. Players are free to man turrets while a friend pilots their ship, or even simply battle it out on foot. Ensign-1 will feature both multiplayer modes and a single player (and co-op) campaign complete with story based missions and voice actors!
Our project is still as ambitious as ever, so any amount donated helps us ensure we can make this the best space combat game we can imagine. We all want to kindly thank you for your consideration and your support!
Christmas Magic is a unique combination of a story book and a game for the whole family or for short breaks from work. Relax and delve deep into the charming innocence of L’il Pono’s magical world.
As you solve beautiful puzzles and ‘Magic’ flows from your fingertips, you lose yourself in the soothing magic of floating lights and twinkling chimes of the magical fireflies. ‘Christmas Magic’ tells a warm Christmas tale of an innocent little elf’s longing for his family, of magic that interweaves through life, and the eternal natural relation between all things living called “Love”. Its simple but engaging gameplay, set in a magical natural environment, immerses the player with its sights and sounds in a test of visual problem solving and improves his/her cognitive and pattern recognition skills.
Funds will be used to make ports of the game on ChromeStore, Mac AppStore, Android Tablet, and buy the necessary licenses. We’ll implement art for each platform and work on marketing the game before Christmas 2012.
TRI is a freeform 3D platformer with environmental puzzles – it is inspired by games like “Portal”, “Thief” and “Zelda”. You create triangles to build platforms, walk on walls and ceilings, reflect light rays, laser beams and more.
Cast triangles to overcome abysses and reach unknown places; activate crystals with reflected light rays and destroy obstacles with dangerous lasers; explore the dungeons of TRI, collect treasures and solve puzzles. All this in first-person perspective, with an unusual graphics style and a nice soundtrack!
Funds will be used for development and administrative expenses, music composition, sound effects, (perhaps) additional graphics and level design, and localization into more languages, like French and Chinese. A port to Linux would also be possible.
Silversword 2 (working title: Götterdämmerung) will be the sequel to the iOS game “Silversword”. It will continue to delve into the culture of the planet Tarnak, but with significant changes and enhancements such as: new 3D Engine (Unity3D), animated 3d art, cloud-save, offline progression and much more.
Funds will be used to create higher quality 3D art and improve the current sound and music to enhance the overall experience.
You travel to Japan for one year to teach English, and quickly become culture shocked by the dating scene in downtown Tokyo. After a few failed attempts at blind and Internet dating, you decide to try your luck at the most popular host club in town. Manage your daily life as a foreign teacher in Tokyo by controlling your wild students and maximizing your return rate to ensure your performance bonus. Can you balance your job and navigate this new dating world? Discover the secrets to becoming a successful teacher by day, and surround yourself by a group of professional playboys at night in this original and exciting dating-sim and time management game.
Funds will be used to replace stock art, stock music, and design a more professional UI. We would also like to hire an editor for script improvements.
In the 22nd century, resources are scarce and of great value. To control the remains, the united government has built a global system to remotely control, restructure and defend areas for their own needs. Over the years, some anonymous groups have found multiple ways to exploit the system. Since then, independent groups have been trying to gain territory and fight against the government and each other. However, some of these groups are using the system to prevent the inevitable…
It?s the year 2163. You have your hands on a control unit. Will you fight?
Project Mission / Goals:
Y2163 is part of a design-series of RTS games (Y-series), which focuses on fictional settings in the distant future, and the first concept which we decided to bring to life. It is our goal to create a highly customizable PvP (player vs. player) game, designed for mobile devices (and maybe more).
A successful funding would allow us to produce an alpha version of the game and put up some test servers for our backers.
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HeXit is a kickstarter point and click adventure project with awesome graphics that recently committed to a GNU/Linux port if funded.
While their goal of $75,000 is high, it’s reachable within the 32 days we have left.
So if you are a sci-fi and adventure fan, this project is for you !
The Game HeXit will be a point-and-click adventure game. We believe that the atmosphere and the visuals of a game of this genre should be as spectacular as possible, so everything in the game will be presented in the form of pre-rendered graphics. We love sci-fi, exciting stories and police procedural television series. What we are trying to achieve is creating a game combining these elements, while focusing on a compelling storyline with twists and exciting adventures. We are trying our best to create a spectacular sci-fi world, which, on the one hand, looks amazing but will also exist as a realistic, richly-detailed and interactive environment in the atmosphere similar to the new Total Recall movie. Several side-stories and detailed in-game world await those who enjoy exploring everything in a game. There will be countless usable items which can be combined. HeXit will also involve several mini-games. There will be English language voice acting for all in-game dialogues.
Just like the successful police procedural television series, HeXit is planned as an episodic adventure. If it is possible, we wish to release several installments. Currently, we would like to receive support for the making of the first episode, which will involve 6-10 hours of gameplay.
The main character of the game is police Lieutenant Jane Davis, who, suddenly, finds herself in the middle of a dangerous and exciting adventure. Everything seems to change around her. She used to be the hunter, but now she becomes the prey. She has to escape, so that she could clarify herself. Will there be any trusted friends she can rely on? Who will believe her, who will betray her and who will help her…? All episodes of the game will feature dozens of individual characters. They will include loveable ones and villains, robots and cyborgs.
Lodestar: Stygian Skies is a Kickstarter try for a “GNU/Linux 1st” / Open/Free source later project that currently far from it’s funding goals.
While the concept sounds great, sadly as many other projects the developer went for the “retro” graphic style (AKA “I am not an artist and can’t hire a good one”).
So it’s hard to get lots of attention at kickstarter without showing that your project already looks good.
The idea for the game’s world is great, the world is huge and ever changing.
GNU/Linux 1st might sound good to some GNU/Linux users, but it’s a huge turnoff to the Windows users, it’s like saying to them that they are second class and not so important. – and as they are the majority and their funding is critical to the success of the campaign, it’s not a smart thing to say, in my opinion.
But as a GNU/Linux supported I’ve pledged my money and think that this project deserves to be funded, moreover – if we pass $35,000 then the source code and the art will be released under GPLv3 and CC BY-NC-SA licenses.
Kitaru is a classical RPG game that being developed with Unity (which now after Wastelands2 doesn’t sound bad for the GNU/Linux users).
The developers promise a GNU/Linux version, but that might be after the game is released.
Also there will be a Windows, MacOS, Android and iOS versions of the game.
The story of the game was developed for 7 years, so it should be really good. (it takes 8-10 hours to finish the game…not bad for a game that also have a mobile version).
Strategy and Gameplay
Kitaru differs from other RPGs with its many mini-games, turn based active-time battles and intuitive touch controls. The epic story of Kitaru unfolds over numerous episodes. The action packed game mixes RPG classics with postmodern storytelling. Kitaru features turn based active-time battles, third person exploration and conversation-driven NPC interactions. Battles are turn based in active time, where every ability has the potential to affect the flow of time for one or more characters. Strategy comes from players using time to their advantage. A command queue allows for macro management. Covert ops, assassinations, diplomatic duties and game-altering decisions are all at the mercy of the players in this intense narrative.
The 3D world of Kitaru, its characters, environment and story have been in development for 5 years, however the game itself has only been in development for less than a year. The script was written and rewritten, and finally completed after 2 1/2 years. Over the course of the next 2 1/2 years, all of the 3D modeling and concept art was created while assembling what is now the Kitaru dev team.
Kitaru animated by real actors via motion capture, and the main character is modeled after a real actresses who also voices her
The brains and creativity behind the rich fantasy world of Kitaru, and owner of Aoineko Studios, is Ben Steele. Ben Steele is award-winning artist & director of numerous international film festival awards, as well as, 2005′s “Fragile Machine,” named by Cyberpunk Review, the “Best Animated Film of the Year”. He is also the winner of the Rock Star game upload competitions for digital art. Kitaru and its many unique characters are part of a fully-developed fantasy universe that Ben has written and crafted over the past five years, in the finest detail.
“We are excited to offer the first episodic mobile game of its kind. The quality of the graphics and environments found within Kitaru is at a level not yet achieved on these platforms. This game is being built differently, as hardcore gamers want to see, rather than for studio executives that are looking for easy and safe marketing.”
“I wanted to create a piece of science fiction that incorporated mysticism, philosophy and humor in ways not usually seen. In writing Kitaru, my goal was to show the vital role that sacrifice plays in our life.”
– Ben Steele (Creator of Kitaru, owner of Aoineko Studios)
This is just amazing
Will Kitaru run on GNU/Linux?
Ultimately it will, but we can’t confirm whether it will take a bit more development time. Other Unity3D based games do run on Linux, both through the Google Chrome App Store and in standalone mode using NaCI. Let us know if you would like to help facilitate the Linux conversion or join the Linux beta test team!
Carmageddon: Reincarnation will be the 3rd game of the crazy but extremely fun driving/killing game series named “Carmaggedon” (made by the same company Stainless).
In this game the goal is not to finish the race first, but to kill the most people/animals/opponents in the most unique ways.
As expected the game already reached his $400,000 goal and will be ported to GNU/Linux if $600,000 is pledged.
Whoever pledged $25 and more will also get Carmageddon & The Splat Pack from gog.com (sorry, no native GNU/Linux client for this old but fun game).
Jensen, the creator behind Gabriel Knight and Gray Matter adventure games as well as King’s Quest VI and her husband, opened a new game studio called “Pinkerton Road” that will be solely focused on story-driven, 3rd person adventure games.
Malachi Rector is an antiquities dealer who hunts down artifacts all over the world. After his upscale Manhattan store is destroyed in a fire, he’s hired by billionaire Amble Dexter to investigate a series of events and document them in his meticulous way.
The first event is the death of a young woman in Venice. She was found hanging from a bridge. As Rector investigates her life, compiling facts for his dossier, he realizes that the beautiful and talented young woman — and the interrupted path of her life — had great hidden significance. It appears that Amble Dexter and his associates are playing with the fabric of life in a way Rector never imagined was possible. Even he, Rector himself, is part of a larger pattern. He must figure out who is doing what, and whether their intentions are for good or ill, before he can decide if he will play his pre-scripted role — or try to change the outcome. This is a metaphysical thriller ala Dante’s Equation and Gabriel Knight.
Art Style & Mechanic:
2D, graphic novel look and feel (like an updated GK1). It will be a 3rd person adventure game with a point-and-click mechanic and lots of sophisticated puzzles. It will have two modes: Casual Mode (with hints, a hotspot finder and a simplified interface) and True Adventure (more challenging — like the Gabriel Knight games).
Moebius will be about the size of GK1 – 50 rooms with 10-20 hours of gameplay (depending on your level and gameplay mode).
What kinds of adventure game will Moebius be? Hard? Casual?
Our plan is to have a “casual” and a “true adventure” option at the start of the game. This will allow us to provide an easier path through for those who are not hard-core players — while allowing our ‘true adventure’ path to be uncompromised (and by uncompromised we mean classic Sierra-style puzzles). We’re looking forward to beta-testing with our studio CSG members and tuning the game.
“Pinkerton Road” invented a new approach to funding studios called CSG (Community Supported Gaming) :
The idea is that with your pledge you “join” the studio family for one year. You won’t only get the games we produce that year, but you get a virtual seat in the studio. And the higher you pledge, the greater your access will be!
Besides Moebius they will release “Mystery Game X” this year, BUT as this second game is supported by publishers, a GNU/Linux client is in big question (depending on the sales of Moebius and how hard it is to port their games to GNU/Linux).
Currently they have $346,250, and 6 days to go … so $400,000 is reachable
So if you want to help make a GNU/Linux port from the creators of Gabriel Knight and Gray Matter adventure games, please pledge to Moebius.
Ex Eidos, Digital Reality, Most Wanted Entertainment, 3D Brigade, Glass Fish Games employees decided the reunite and for a new game company called 4Flash.
Their first title which is in development for 2 years now is the C&C and Sudden Strike inspired, real time strategy game “Sword Of Justice“.
Sadly it currently looks that they would need a lot of luck (and funds) to reach their goal of $195,000 , and while it sounds like much – the game looks so much better …
“It is to those who loved C&C and Sudden Strike; to those who like when AI not to react in a pre-ordained manner; when the gamer with good tactics is able to win even against overwhelming odds; To those who like to upgrade the given units and use them in a manner that takes best advantage of them.”
The game presents a post WWII fictive story. The campaign consists of 12 principal fields. Each field is made up of one principal mission and two subsidiary missions. At the end of each field the player receives experience-points and upgrade tokens. There is no pre-determined difficulty level in the game. Each field starts with parameters suitable for normal level. If during the game, based on losses and other data the regime determines that we can not cope with the machine, then the game changes to an easier level. If the gamer plays better than the AI, the program advances to a higher level of difficulty and the field continues with those settings. According to plans, two gamers may play a single campaign in cooperative mode. Naturally the level of difficulty also is considerably greater.
The multi-player mode consists of two parts: In one, during the usual choice of field we can play free battles ranging from 1 against 1 to 4 against 4. Each player has own profile in which he/she sets initially the colors of the nation he/she starts in. It is here possible to inspect how many battles have been won and lost by the gamer and the number of points credited. If e. g., from a battle between a more and a less experienced gamer the weaker comes out on top that gamer receives a higher number of points than would be the case were a more experienced gamer to win. The pother type of multi-player mode is part of a game of global territorial occupation. In this each player starts in the colors of his/her nation On the map each state (gamer) initially lords over a given territory. He may then attack states with common boundaries to these.
We receive a player from among the ones of the attacked state who will play with us on the given field. The territory joins the state that has more battles won on the given field. In this manner a state can expand on the greater map.
The game primarily presents the military might of the Eastern European States. (Slovakia, Hungary, Russia, Rumania – in the case of multi-player mode only –in conjunction with the units of Japan (initially). With this these games no longer conform to the market of earlier WWII strategic games, in which mostly we can only meet with British, American and German forces.
On account of the complex system of upgrading we planned fewer but more transparent and easier to use units in the game each of which is unique in its field but due to this we can build up strategies that are more easily combined.
On each side we can meet up with 2 heavy Armour, 1 self-propelled gun, 3 light armored vehicles of the wheeled armored sub-type (commander, heavy machine-gun and flame-thrower), repair- and transport-trucks as well as 3 varieties of guns.
Infantry consists of the usual rifle, machine-gun, marksmen, anti-tank, first aid and commander units. Thus 20 different units are at our disposal. Each unit is characterised by what it is best suited for. The player can easily oversight his sources of strength and thus build his strategy.
The Field Of The Game
At the beginning the buildings of the basis should be built on the playing field. The player can produce those units the building of it is already ready. There are long distance radio transmitters on the plating fields. The commandant communicates with the troops of other field with the aids of these towers. The player receives money for the ownership of them from that he may build, produce or purchase tokens necessary for upgrading. We may meet municipal, provincial or industrial environment on the playing fields but there are also bridges and rivers. An important property of the fields that we can not play on a plain filed at all as is used to do in other games. Huge level differences precipitous embankments make the game field manifold in which the relationships to the terrain can well be utilised. In this case the nits of the enemy turn already to be visible from a higher point however he/she does not see to the top. The lovers of the series of the Sudden Strike know it well. Thus with the units positioned in a good strategic point it is easy possible to overcome a many time stronger unit.
The upgrading of units takes place in three categories for which we pay with tokens. There is scope for training of the selected type in the area of defense, attack strength and manpower. Each of them in six steps. In the course of these we can obtain such extra options as intelligent choice of aim or cooperation with other units or the possibility of calling for reinforcements or retreat in the case of critical injury…
In the course of playing against the machine following the possibly fleeing unit the player can easily run into a trap or run onto a minefields having been settled. The aim is that the AI (artificial intelligence) should try to bring logical decisions adjusting itself to the style of the player, rather than follow pre-generated road maps and plans.
From among our units, it is the commander whose role also diverges from the usual ones. E. g., he can not see further but his role is to coordinate the units within his radius of action. Thanks to this –if allowed –he can call reinforcements for a tank engaged in battle or even send a damaged tank to a more protected area or he can tell the unit which enemy to attack and order priorities. Thus e. g. our tanks do not attack the nearer infantry that are less dangerous to them, but attack the farther situated tanks even if they came within the area of sight later. It is possible with the commander unit to provide aiming points for artillery or bombing aircraft.
A further characteristic of the game is the delay of orders. Here the player can switch in this situation temporarily for the given unit . Here if he gives the order where to go, or what to attack it continues to wait until we give a global order to carry out the action. In this case all units move together and one need not be a wizard with the mouse in order to move more units and to different points at the same time.
As with many other games recently, Anthony Bertolo also asking to fund his game “Heroes Of Forevia” on Kickstarter.
He asks $10,000 BUT if $20,000 will be raised then he will create a GNU/Linux client.
Here what they have to say about the GNU/Linux version : Will there be a Linux port? Well, if we can reach $20,000, there absolutely will be. We’ve been developing the game on Windows and Mac, but we all have Linux installed on a personal device of some flavor (Ubuntu, Fedora, etc.). We think a Linux port would be awesome, but it would also be a little more costly, because let’s face it, the game development tools on linux are lacking. That doesn’t mean we can’t do it, just that it will be more costly in terms of time and resources.
That means, if you guys can help us reach double our target goal, we will support:
Windows, Mac, Linux, iOS Tablets and Android Tablets.
When we first thought up Heroes of Forevia, one of our primary goals was to make a game that would look good, yet something that could be ran on a wide range of hardward. A delicate mix of beauty and performance, not unlike Pat.
Heroes Of Forevia
Heroes of Forevia is inspired by the fun, arcade action rpg Gauntlet Legends. The entire idea of HoF is to be a game you can just jump in to and start having fun right away. Not only will Heroes of Forevia provide a fun campaign, it will also have a fun and engaging online multiplayer mode where players share the same view reminiscent of the console and arcade game playing days.
A group of heroes battle through the many lands of Forevia on a search to destroy the king of evil, Paticus. Throughout their journey our heroes are faced with countless minions and multiple realms testing the very hero inside them.
Our heroes will be armed not only with swords, axes, bows and staffs. They will also be armed with unique special abilities and magic spells they can improve over the course of the game.
If at any point you realize the job is too great for one hero to handle, you can jump online and use the skill-based matchmaking system to match you with heroes just as good as you are.
With many puzzles to solve and enemies to fight, only one question remains: Who’s your hero?
We really want to dedicate a lot of time in making sure we can replicate the experience of playing a multiplayer game on the same T.V. To do this, we’ve developed a shared screen. When you play Heroes of Forevia online, all players have the same view, and are constrained to the area the camera shows until all players are ready to move forward. This is something many arcade and console games have, but something we feel was needed for a fast-paced action RPG.
Both in Campaign and Multiplayer, you will be able to level your hero up, learning a few new skills along the way. Although we’ve only played our early alpha version of the multiplayer mode, it’s well on it’s way to being just as good as we planned it to be.
The last major component to our multiplayer system is matchmaking. Although our target platform is Mac and PC, we wanted to have a solid matchmaking experience, where our matchmaking server will match you with players very similar to your own skill level. Although we have many ideas for the matchmaking system, this is one of the components we stand to gain a lot of great ideas from those pledgers who will be taking part in the game development forum.
Thanks to c704710 for letting LGN know about this project