Forsaken Fortress is a special RPG game in which you build your base, defences and assemble your team against monsters attacks in a post apocalyptic world. In this game you must explore the wastelands for material you can use to upgrade your base, build turrets, walls and parts of base like clinic to heal your squad or training rooms and assemble your team from variety of professions – you will also need to keep their moral high.
This game uses the Unity4 game engine so a GNU/Linux client will be made.
What is Forsaken Fortress?
Unlike many other existing post-apocalypstic RPG, Forsaken Fortress emphasize on base management, defense, team management and resource collection. In the game you need to build and defend your base from waves of hostiles and to use the break time to explore the surrounding environment for supplies and to work on missions. In order to survive in this dangerous world, you need to assemble and maintain a specialized team that is made up of unique and individual characters. You need to utilize their professional skills in order to achieve optimized team functionality. The game also incorporates many simulation-derived elements, such as building entertainment for the team to maintain morale or upgrading accommodation for the team so they can rest well.
While an RPG at heart, Forsaken Fortress draws influences from variety of sources and all that elements work together to provide a cohesive and engaging gaming experience.
Base Defense and Management
Your base will be assaulted by a range of hostile forces, ranging from rival squads to the twisted denizens of Earth’s surface. Position your forces, upgrade your weaponry, and maintain the perimeter to ensure survival during prolonged sieges!
Resource Collection and Story Based Missions
While your base is not under attack, your squad will need to collect resources and work on missions in the surrounding environment. The most coveted prizes will not be left unguarded, and you may have to fight tooth-and-nail to acquire what you need. Balance survival with completing the mission — an improperly planned all-in strategy could easily lead to disaster!
Rich Character Development and Interaction
You squad is comprised of unique characters.Each character has unique personalities and traits. These traits can be positive – such as the Cat Eye (better performance at night) – or negative – such as Cowardice (a propensity to flee from battle). Traits can be dynamically developed throughout the game. For instance, if you frequently send one person into bloody combat, he or she might develop a trait of Aggressive (may ignore orders during a fierce combat). You can interact with different characters to manipulate their attitude towards you. For instance bribing will increase the relationship temporarily, while developing friendship will increase the relationship in a long term.
Outfit and balance your expedition teams to suit the needs of the mission, and assign squad members within the base to where they will be needed most – fences will need repair, bunkers will need gunners, the injured will need healing, and supplies must be distributed. Balance labor and relief to maximum squad members’ morale.
Your team will respond to working and leisure conditions as a real team would. Match team members for harmony and effectiveness, determine performance rewards, and construct base facilities to maintain morale.
Squad-based realtime combat system brings you maximum tension and a brutal combat experience. With enemies that are ten times stronger and a thousand times more vicious than humans, the only way to survive is to rely on technology and tactics. If you don’t act quickly and intelligently, you will be overwhelmed. Control your character while issuing orders to your comrades. Cooperation between different squad members is a critical part of achieving success!
Shrapnel, ricochets, destructible environmental features, and vehicles all come into play within Forsaken Fortress. Take advantage of the game’s advanced physics engine and dynamic environment with exciting strategic gameplay!
When will Forsaken Fortress be released?
The release date is targeted for the 2013 holiday season. This will be a DRM-free, cross-platform release, meaning you can play on any PC or Mac.
Who is Photon Productions and why support Forsaken Fortress?
We are an indie studio with a goal of bringing some new experience to the futuristic RPG genre. What you see here was put together by a small team comprised of two artists and two programmers in a small underground bunker near new york. We have been working part-time on this project for nearly half a year. Making a RPG game like this is difficult. During this half year, we have experienced many difficulties such as, time shortage, losing manpower, etc. And we realized that it is almost impossible to achieve what we promised without turning part-time staff into full-time. Kickstarter is our best chance of getting funded. And in fact, the Kickstarter’s competitive mechanic is making us more productive and dedicated. We eager to bring you the best that can be offered!
Your funding will be going towards the acquisition of new staff members, pay for software licenses, and to maintain the employment of current team members.
With your help, we will make this game the best it can possibly be! Thank you for your time and your contributions!
After seeing that the pledging to Hero-U: Rogue to Redemption wasn’t as good as they hoped and even reaching the starting goal will be a struggle, Corey Cole removed the stretch goal for supporting GNU/Linux and now promises that support without a stretch goal some time after the Windows release.
Here what Corey Cole about the GNU/Linux support :
“We have had a lot of requests for a Linux version, but the team had concerns that spending time on making Linux builds, testing them, and getting them out to the Linux Beta testers might affect the development schedule. A few nights ago, I came up with a solution.
I have decided to personally commit to bringing Hero-U to Linux. Originally we planned this as part of our first stretch goal, but I came up with a new plan. After Hero-U: Rogue to Redemption is complete and on the way to our Windows and Mac users, I will personally port the game to Linux and – with the help of some of our passionate Linux friends – make sure the game is rock solid.
See, there’s a little part of my history that 5 or 6 of you might not have heard yet. Before I was a game designer, I was a system programmer. My first job at Sierra was to translate the SCI game engine to the Atari ST and port the first four SCI games to the ST. I’ll just put on my software engineer hat for this task.
Why am I doing it this way? It is so that none of the Kickstarter proceeds will be used for the port. I will be doing it on my own time after the game is complete, so that we can guarantee that the Windows/Mac versions of Hero-U: Rogue to Redemption are absolutely the best we can make them.
Hero-U: Rogue to Redemption is a classic 2D role-playing adventure for Windows PC, Macintosh, and Linux by award-winning game designers Corey and Lori Cole (Quest for Glory, Castle of Dr. Brain, etc.).
Hero-U combines the rich character relationships, story and puzzles of a classic adventure game with the exploration and excitement of a role-playing game. Bringing all these features together makes Hero-U a completely unique game experience.
Classic adventure game characters, story, and puzzles
All the exploration, skill development, and choices of a classic RPG
A rich story that changes based on the way you play
Tactical turn-based combat
Characters with unique personalities and their own agendas
Fun, Funny, and Punny
There is danger and intrigue within the hallowed halls of Hero-U. Danger? Ha! Rogues laugh in the face… well, actually, they sneak up behind danger and bop it in the head, then run really, really fast.
You can be that Rogue!
Classic adventure game characters, story, and puzzles
Hero-U: Rogue to Redemption combines role-playing, puzzles, an immersive story, and rich character interactions. As in our acclaimed Quest for Glory series, every element works together to create a unique game experience that you will love.
In Hero-U: Rogue to Redemption, you take on the role of Shawn O’Conner, a would-be Thief who has had a rough life. As Shawn, you will attend Hero-U, a school that tries to teach young adventurers to be heroes. Shawn can continue his quest to join the Thieves’ Guild, or he can strive to become a Rogue Hero. He has a lot to learn to succeed at either path.
All the exploration, skill development, and choices of a classic RPG
Hero-U plays like a classic RPG, with turn-based tactical combat and exploration of the environment on top-down, 2D maps. There are traps, obstacles, and enemies for you to overcome as you explore the school and the ancient catacombs beneath it. Key scenes feature beautiful painted backdrops to let you see from Shawn’s perspective.
Shawn has skills and attributes that improve through game play. He will also acquire possessions that give you additional options. Your choices determine which skills Shawn learns. He can improve them through study and practice. Explore the school and catacombs as Shawn fights monsters, avoids trap, finds hidden items, and solves mysteries.
A rich story that changes based on the way you play
Your life has not been an easy one. Caught red-handed during your thief guild initiation, you have a choice – Go to reform school or rot away in prison. The teachers and students are intent on making your life a living hell, while trouble lurks in the catacombs below. It would help if you didn’t need to worry about being killed and passing midterms.
In your hands, Shawn has real choices. If he does someone a favor, it is because he figures they will be useful to him later. If he wants to unleash nameless horrors of destruction upon the world, well, hey, that’s his business… and yours.
Along the south coast of Marete to the east of Silmaria, there stands a great sprawling castle built in ancient times when demonic creatures sought to dominate Gloriana. Long abandoned, the castle was greatly feared by the people of Silmaria. There were rumors of hauntings, curses, and a great Evil buried within its rocky walls.
Over the years, a few desperate and foolhardy souls dared to explore dark towers and musty hallways in search of forgotten treasures. Even fewer returned; they whispered of eldritch horrors best left buried beneath the ancient stones. The castle’s grim silhouette upon the cliffs warns us that there are dangers in this world that mere mortals are not prepared to face.
So what better place than this to build a University for Heroes?
Besides, the rent was cheap.
Tactical turn-based combat
One doesn’t just wander around an ancient, possibly haunted, castle and expect to have an easy time of it. Your hero must learn the cunning, deception, and just plain Rogue skills, then use them to survive. “Hack and Slash” won’t cut it for a Rogue. Shawn must outwit and outmaneuver the creatures that lurk within the ancient catacombs beneath Hero-U.
Our turn-based combat system features an action point system that will make you choose between slow, powerful attacks, tactical movement, or a mixture of defense and quick attacks. Shawn will supplement his Roguish skills with clever use of traps and other items. Between battles, you will explore the catacombs, setting and avoiding traps and other challenges.
Characters with unique personalities and their own agendas
Many of the characters you encounter have their own reason for being there. They aren’t there to serve you, only themselves. Shawn will meet with these characters as you choose what he says to them, and how he relates. Conversation is an important part of Hero-U. It is a way for Shawn to gain information, make friends, and try to stay out of trouble.
Challenging puzzles that are an integral part of the story
We believe that puzzles are an important part of a good adventure game or RPG. Hero-U is filled with challenges that will make you think and that enrich the story. The problems Shawn faces are all closely linked to the story and characters at Hero-U.
Elective system that lets you customize Shawn’s abilities
All rogue candidates study basic techniques such as stealth, picking locks, and setting traps. But Hero-U also offers elective courses that will allow Shawn to customize his to assist his extra-curricular activities. These electives will give you choices on how you like to play.
Lori and Corey Cole have been making and playing games for… let’s just say, “forever”. At Sierra On-Line, we created one of the first hybrid graphic adventure/role-playing games. Our award-winning Quest for Glory was one of Sierra’s most successful game series. Corey’s Castle of Dr. Brain puzzle adventure game was another top-selling, critically-acclaimed game that spawned a successful series.
Game Designers: Lori and Corey Cole, creators of Quest for Glory, Castle of Dr. Brain, Shannara, Mixed-Up Fairy Tales, and Tower of Indomitable Circumstance.
Programming: Andrew Goulding and the Brawsome team, developers of Jolly Rover, MacGuffin’s Curse, and many other games.
Art and Animation: Eriq Chang and Eric Varnes (Fable Foundry Creative Studio), Paul Bowers, and John Paul Selwood.
Music and Sound Design: Ryan Grogan, composer of music for film, animation, and games including MacGuffin’s Curse.
Marketing Maven and assistant combat designer: Michael Cole
YOU! Your support makes this game possible, and your feedback on the Hero-U forums will help us shape and perfect the game.
The Kickstarter revolution has changed all that. Now you, the players, help decide which games get made and which go back to the drawing board. We are very excited about our plans for Hero-U and think you should be too. This game will be the spiritual successor to our Quest for Glory series.
We have a file drawer full of great game proposals that we couldn’t convince traditional publishers to support. In one case, the publisher decided instead to design their own game. Millions of dollars later, they created a dismal failure that sold under 1,000 copies. Alas, we didn’t get a chance to tell them, “We told you so!” They were out of business after that.
We think you’re a lot smarter than most of those publishers. You know the kind of game experiences you want to have – Ones in which substance rules over form. You want well-designed game play that rewards thinking, with an immersive story, meaningful character development, and intelligent puzzles. Killing monsters is fun too, but it all needs to be part of the story.
You can help make Hero-U become a reality. If enough people support our Kickstarter project, we will be able to bring a new type of game to market. But if too many people choose to wait and see what our game looks like, we may never have the opportunity to make it at all. Your support here is important!
The project currently stands %50+ from it’s goal of $400k and has 11 days to go….so it’s still possible.
Bloom is a beautiful fantasy action adventure game with a dose of RPG elements. The concept art and sketches look great and the early gameplay concept is also very good. They ask for $150k (which isn’t a lot for that kind of game) and we have 40 days to achieve it.
Bloom is an isometric action adventure game with a dose of RPG elements. Set in a rich fantasy world caught in the midst of an epic battle between nature and the re-emerging technology of the past, Bloom strives to bring forward an entirely new experience to the players.
Over time, the idea of Bloom slowly developed from the modest beginnings of an unreleased graphic novel into a living breathing world of deep history and exciting creatures.
Beyond it’s history and unique story, Bloom will give players a fresh new world to explore and challenge them in ways they have never been before.
In Bloom, you take on the role of a young survivor just beginning to explore her people’s innate connection with nature as you try to stay alive against impossible odds. A deep history and unexpected story propels you forward as you continue to cling to a quickly diminishing glimmer of hope.
While the story and setting is rich and engaging, Bloom also takes a fresh approach to the entire player experience with a new level of game design.
Synergetic Design –
Our entire ability system is designed with as much cross interaction as possible. An ability, such as being able to shoot an arrow, is not limited to simply a damage roll against a creature. Instead, it serves as a single tool which can be used in a wide range of ways throughout the game. From adding weight to an object, to pressing switches, to delivering an object in your inventory to a distant location and much more.
In this way players are not overwhelmed with long menu lists and other disruptions to the flow of game-play. While at the same time, players will find they have a great number of options in how they strategize and approach situations depending on how they choose to use their tools.
Strategic Real-Time Combat –
Combat in Bloom is made to challenge players to think and plan ahead as they manage their energy and dodge or counter attacks. Winning does not come down to who can mash the X button the fastest. Instead, the game challenges players to invent creative ways to overcome their enemies. Congratulations, you can shoot an arrow… but lets see you use your bow to defeat an enemy that can’t be hurt by arrows.
Not only that, but enemies will begin to adjust their tactics to match you. Even when knowing an enemies weakness, the battle isn’t over by far.
Living Environments –
In Bloom, the world around you is far more than simply a backdrop. It is key to your success in moving forward. You will be able to spot and utilize boons and other environmental advantages as you fight and use the environment to set traps or other strategies you invent. Rushing into a fight blindly will only get you so far. ..sometimes you have to sit back and look around you for a minute (of course, at the same time you might have an angry creature vying for your attention).
These are just some of the great features we have planned to create an experience unlike any other. You will find Bloom isn’t trying to copy some other game, we are rewriting the rules and bringing new life to the party.
Take part on the first ever contest by woGue, and win a free copy of the Linux Games Publishing Sacred Gold RPG game!
Sacred Gold was initially released in 2004 for Windows and was ported to Linux by LGP in 2009. Lately it became the newest member of Desura Linux game list, and you now have the chance to win it and fully enjoy it for free.
In his fortress of Shaddar-Nur, the necromancer Shaddar, a pariah of the Band of Mages from Mystdale Castle, plans his triumphant return to the world of Ancaria. To strengthen his magic powers, he summons a Sakkara Demon, whose power he will absorb himself. These Sakkara Demons rule over those damned to rot in hell, the undead. Not since the Era of the Gods have any of these creatures set foot in Ancaria, not since the Seraphim army drove them back to their dimension during the Wars of the Gods.
However, Shaddar’s experiment fails. The Sakkara Demon escapes and turns on his summoner…
In the south of the Kingdom, the village of Bellevue is beset by robbers and slave traders sent by the Sakkara Sect to find suitable victims for their unholy magic rituals. At the same time, the Kingdom is infiltrated by Goblins, forerunners of the Orcs of Khorad-Nur.
Under the command of Sergeant Treville, a loyal veteran of Prince Valor, the heroes first fight in the lands bordering the Orcish wastelands against attacks by the Goblins and the Orcs, who are leaving their desert in hordes and venturing ever deeper into the Kingdom of the dying King Aarnum.
The price is a copy of Sacred Gold for Linux that the winner will be able to download from desura for free. The contest finishes at September 16, Sunday GMT 20:00 when the winner will be selected and announced after a random.org draw.
To participate in the contest you will have to do two things:
Share the present article on Google plus, Facebook, or Twitter. Please use our post on socials for sharing
Leave a comment on the present article saying what you like or you don’t like in Gnome 3. You will have to use the same name as of your account on the socials of course
Tales of Illyria is an unique episodic party-based role playing experience that simulates the experience of playing a pen and paper role playing game.
The RPG aspect of the game is played somewhat like the good old classic Darklands, and the combat is like Disciples 2 but in platform view.
But unlike Disciples 2, you can equip your party with armor and weapons.
The graphic is 2D and each character change it’s avatar depends on what armor/items he has.
The development stage is very advanced, the game engine is already complete and the first episode could be out in several months, if funded.
If you pledge $20, you will get all the future episodes (3 are currently planned) of the series.
New tiers were added !
New Video has been uploaded !
Tales of Illyria is a unique episodic party-based role playing game that simulates the experience of a pen and paper role playing game. It will be released on Windows, GNI/Linux, IOS, and Android.
Gameplay Video – Animation will be improved if funded !
An Epic Story
Tales of Illyria borrows the dark fantasy tone of Game of Thrones and mixes it with the high fantasy elements found in Lord or the Rings and role playing games such as The Elder Scrolls: Skyrim.
The lands of Illyria are split into disparate kingdoms on the verge of a civil war. The kingdom of Hysperia, which rules the rest of Illyria, has its allies and its enemies. The player steps into the role of Elric, who is brought in by the lord of Hysperia’s greatest enemy to bring down the tyrannical rule of King Gareth and allow the kingdoms of Illyria to rule on their own in peace.
The story is wrapped in an engaging soundtrack, with music composed specifically for this game. Nearly a hundred individual tracks set the mood in places such as taverns and towns, as well as quicken the pulse in battle.
The story is full of developed characters – not just your party members, but also characters you come across in your journey show a great deal of personality. All characters have different loyalties, alignments, morale, and reputations, keeping the cast diverse and believable. As you travel, you will be engaged in many conversations, in which the characters show their true personalities.
Illyria is not only populated by humans. Elves, ogres, and even sea people dot the landscape, while far more intimidating monsters lurk in the darkness of caves. These non-human people are accepted as equals in some communities, such as the more tribal kingdom of Kourmar, but are shunned and considered monsters in others.
Travel the World
One of our main sources of inspiration is Oregon Trail. Like Oregon Trail, you are on an epic journey. Your party is subject to all the dangers of pre-modern era travel. The weather, disease, access to food and water, and bandits provide a constant threat to your party and mission. As the party travels, seasons change. Each season brings a new challenge, be it from different monsters that are active, or from different challenges the weather brings.
The travel screen features parallax scrolling, helping to submerge the player into the richly developed world. As with all of the art, each layer of the environment was carefully painted to make the world feel real.
Dangers of Illyria
We have developed a very unique feeling real-time order based combat system. As the battle commences, each party member can be selected and commanded to perform an action, be it cast a spell, use a skill, or simply attack. The characters will continue that action until told to do otherwise. The characters aren’t completely helpless without you, however. As enemies fall, your party members will shift into better position to damage the enemy.
The party battle area has two rows: a front row, for your main melee attacks, and a back row for ranged attacks and spells. If a party member in the back row can’t act, and there is a space in front of them, they will move into position to better face the threat at hand.
With battle comes arms and armor, and Tales of Illyria makes sure the player has plenty to choose from. Players can choose from a wide range of helmets, armor, swords, axes, and even horses to help them in their journey. Each weapon type has a different way it damages, some ignoring armor at the cost of speed, while others being quick but less effective against heavily armored opponents.
Equipped armors will change the character’s appearance appropriately, in their talking portraits, travel animations, and battle animations. We have created over 5,000 unique images to reflect the individual appearance of each piece of equipment.
Battles aren’t the only danger in Tales of Illyria. Party members can be stricken with disease from drinking spoiled water, or break a limb while hunting. These status ailments will impact the party member’s ability to perform well in combat and in their skill-based actions.
Skills, Karma, and Reputation
There are many non-battle events that the player will come across in the game that will require the characters to rely on specific skills, rather than physical prowess, to succeed in. Characters can increase these skills by using them in events, as well as by visiting different guild halls.
The decisions the player makes while playing the game makes a large impact in how other characters react to them. We have developed Karma and Reputation systems, which will determine how not only people you pass act, but also your party members. Do too much evil, and you will lose the morale of your good characters. Act to purely, and your evil party members won’t be happy.
Your decisions will also affect your reputation with the different kingdoms. If you harass too many people or cause too much trouble in a kingdom, you will find that people are less willing to work with you, and you may have more trouble with guards. That said, causing trouble in a kingdom can raise your reputation with that kingdom’s enemies.
Tales of Illyria has been in the works for two years. Our team is small, but dedicated, and we want to be able to share our project with the world. If we are able to be funded, we will be able to cut the release date back from over a year to mere months.
As this is just the first chapter in a much longer saga, we have developed a unique game engine that handles everything from travel to random events, as well as a complete battle engine that engages the player while allowing the characters to behave semi-autonomously.
• Over 5,000 unique sprites for full character customization
• Passage of time & seasons
• Cinematic Parallax travel
• Epic story
• Food & water, attrition of goods
• Interacting characters
• Diverse land with individually developed kingdoms
• Event based Dungeon Master system
• Real-time order based combat
• Weapon and armor weaknesses
• Alignment, Morale, Karma & Reputation systems
• Custom music – Include full intro music, Text
• Game Engine Complete – Video & Text
• Tools & Technology fully developed – Video & Text
• Translated into different languages – Realtime Google Translation
• Not vaporware: Once funded, the game could be completed in mere months
Thanks for taking an interest in our project. Stay tuned for updates.
Check out our other games, too: ‘Legends Arcana’, and our free game ‘The Ultimate Bad-Ass Game of All Time’, both on the Android platform.
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.
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.
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.