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Indie Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | RPG - (Early Access Available)

Discussion in 'General RPG Discussion' started by Bantichai, Jun 22, 2017.

  1. Bantichai Dead Monarchy Studios Developer

    Bantichai
    Joined:
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    Location:
    Australia
    https://dead-monarchy.com





    Show Spoiler
    Greetings fellow gamers,

    I've come over from the Battle Brothers forums after I was suggested to make a post here about my game. Dead Monarchy is my passion project, the closest I can get to my dream game on my own. I have been working on this full-time for a year and a half but it has been in conceptualization since I was 18, I am 24 now.

    As of now, I am still working out the kinks in my combat system, there is a lot of polish that I am still working on implementing but I feel like it's at the stage where I can show it off to at least give you guys some sort of idea of what direction I'm going in.

    I am aiming for a demo somewhere between now and the end of September. If all goes well, early access version will release by the end of the year. EA version will contain "Survival Mode", which is a combat heavy focused mode, with minor base management mechanics. Over time I will continue expanding Dead Monarchy until I am able to implement "Monarchy Mode".

    Monarchy Mode is kind of like Battle Brothers meets Total War but on a more intimate scale. Most of the framework is actually done already but seeing as I am one person, I don't want to promise too much too soon. Nevertheless this is my dream game and my passion project so I will continue working on this for years.

    After playing RimWorld and BB, as early access games I thought they did EA justice, so I would like to continue that trend. At this point in time, I don't think I'll go the kickstarter route as I am unproven. Once the demo is out and I get some real feedback I may reconsider my approach but for now I am doubling down on getting a combat level out with the majority of the mechanics implemented inside.

    You can find more information about my game and myself on my website. My website is updated frequently and just bear in mind it is still under going "construction".

    https://dead-monarchy.com/

    Cheers,
    Kevin.
     
    Last edited by a moderator: May 10, 2019
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  2. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
     
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  3. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Thanks for linking the videos here :)
     
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  4. laclongquan Arcane

    laclongquan
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    That name~ It's not very inspiring or catchy

    "From the ashes of dynasty...
    Deads of Dynasty...
    Fall of Dynasty...
    Dynastic Demise..."

    Something a little bit catchy or tickle our tender sensibility.

    Not that bland name monarchy
     
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  5. Pretty Prophet

    Pretty
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    Bantichai, could you please change the layout of your blogpost? An image shouldn't take half of a screen space while text take other half. It would be easier to read your updates if text is centered.

    This is what I am talking about:



    I am using Google Chrome ver. 55.0.3029.110, screen resolution 1920x1080.

    If I sacle UI to 200% (or open chrom developer tools in regular scale) text goes under the image.
     
    Last edited: Jun 22, 2017
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  6. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    I'll look into it, thanks for the feedback :)
     
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  7. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Purely coincidental my friend, contrary to popular belief I am in fact, full Chinese. Born and bred in Australia. As to my surname, that's another story :)
     
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  8. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Thanks for the feedback :)
     
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  9. laclongquan Arcane

    laclongquan
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    Also in before "Thai game dev arrested for lesse majeste".
     
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  10. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    I see you regard yourself as somewhat of a prophet, I'm Chinese though and born in Australia :P
     
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  11. Pretty Prophet

    Pretty
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    Thanks, the layout is fixed now.
     
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  12. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    No worries! I guess since I'm new here every response I type has to be approved?
     
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  13. Pretty Prophet

    Pretty
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    I am not sure how it works, my account is ancient by codex's standarts, but since you are a developer mods can probably make an exception for you (if there are any restrictions to new users accounts) if you write them, one of them already posted in this thread (Infinitron).
     
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  14. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Ahh great. Thanks for that :)
     
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  15. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    You do make a good point. However currently I am more focused on getting a combat demo out first. Story details and perhaps my own story will come in time, I will be sure to post it here. The dev-blog on combat may come across a little convoluted so I would like to make videos to address that first :P
     
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  16. Doctor Sbaitso SO, TELL ME ABOUT YOUR PROBLEMS. Patron

    Doctor Sbaitso
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    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
    Oh I see you made it over. I registered on your site to tell you to come here. Kindly disregard that password I used, I use it for banking, etc.
     
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  17. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    LOL, thank you for registering to my forum regardless. Someone over on Battle Brothers forums told me to come on over here. Looking forward to sharing more information in due time and always open to feedback :)
     
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  18. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Good luck with this.
     
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  19. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Thank you! I started planning 6 years ago so I don't see myself giving up on it :)
     
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  20. tindrli Arcane

    tindrli
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    can you make units "RUN" in battlefield instead of walking?
     
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  21. Prehistorik Educated

    Prehistorik
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    Are you using Unity engine for this?
     
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  22. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Animations are pretty easy for me to adjust, I do have run animations. If your main concern is animation speed, I am looking into ways for speeding up animations, at that point running/walking probably wouldn't make a difference :P
     
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  23. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Yes, I am using the Unity engine :)
     
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  24. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Hey guys, just a quick video in between working on the bigger combat update. I've established the foundation for basic NPC pathfinding and triggering animations along certain points in the path. This will allow for more complex NPC movement like drunkards, wandering villagers, patrolling guards that interact etc.

     
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  25. Bantichai Dead Monarchy Studios Developer

    Bantichai
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    Also just a quick update to the combat, I'll list here the things that will be implemented in the next videos covering combat. I am aiming to have it functional hopefully by the end of the month. From that point on, I really want to focus on pushing out a combat demo so you guys can rip it apart :P

    1. AOO (Attack of Opportunity) system that functions similar to the one in AOD/Expeditions/BB.
    2. Knockback attacks.
    3. Quality of life features for cell highlights, IE yellow flashing tiles for active unit.
    4. Camera transitions, IE so camera focusing on start of active unit's turn. (I am thinking of giving the player the ability to toggle on and off in combat)
    5. Small UI updates, you might notice that some of the text and ability icons are somewhat blurry.
    6. Flanking modifiers are already implemented too, but the immediate player feedback that the UI provides to the player is currently somewhat convoluted. This is due to units rotating on unrestricted angles rather than following the grid orientation. If I restrict rotation to grid orientation you get situations where archers that attack in non-linear directions, not "realistically rotating" to the target which I find awkward. The flip side is when engaging a unit that has rotated on a unrestricted angle flanking becomes harder to judge as their backs/sides are no longer lined up the grid orientation. I am thinking of implementing "flanking lines" that project to any units that might result in a flank based on where your unit moves. A back flank would have a red line project from the tile you are moving to and the flanked unit, flanking on the left/right would project a yellow line. The other way would be to rotate the units back to grid orientation angles after an attack, but nevertheless flanking indication needs to be clearer on the UI side.

    As mentioned, in the upcoming combat video I will go over these features and explain more in-depth about the combat. Still working on features for speeding up animations.
     
    Last edited: Jun 23, 2017
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