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Vapourware [WiP]Zodiac Legion, a medieval fantasy take on X-COM

Discussion in 'Codex Workshop' started by Galdred, Jan 22, 2014.

  1. Galdred Studio Draconis Patron Developer

    Galdred
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    For now, it will have a huge mana cost (the gif shows 4 but it will change).
    I was also thinking about changing the mana system to make the pool common to the whole party (because they all draw from the same pool of zodiac star energy) in order to control the frequency of wall crushing, among other things.
    With most of the missions having a soft timer (aka endless reinforcements), that should be a sufficient incentive not to bypass every door.
    I was also thinking about raising the alarm level (ie the reinforcement rate), but that will depend on how the tests go.
     
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  2. Gaius maximus Arbiter

    Gaius maximus
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    Fat lazy communist greeks work the most hours per week in the eurozone,check your fake news fucktard.
     
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  3. Taka-Haradin puolipeikko Arcane

    Taka-Haradin puolipeikko
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
    While Netherlands works the least, if I remember correctly.
    Its like hours worked is useless statistic without further context.
     
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  4. Gaius maximus Arbiter

    Gaius maximus
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    the "lazy south" was a fake news campaign used by germany etc in order to justify the economic "help" in their countries,and of which the so called "north european critical thinker" easily accepted and replicated ad naseum as truth.
     
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  5. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
    Nah
     
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  6. Galdred Studio Draconis Patron Developer

    Galdred
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    As I didn't have much to show this week, I made a small gif to showcase our paperdolling system:

     
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  7. Galdred Studio Draconis Patron Developer

    Galdred
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    The "paperdolling compilation" on imgur:
    https://imgur.com/gallery/70MD8Sb

    Paperdolling in Zodiac Legion
    by FlyingDrakkar11 hr

    Paperdolling showcase.
    I wanted to let the player and AI opponent to have a good choice of weapons to outfit their characters in Zodiac Legion(http://zodiac-legion . com/). I also wanted the character sprites to really reflect the armor they were wearing. Hence why I asked Cyangmou(https://twitter . com/cyangmou) to design a robust paperdolling system for Zodiac Legion . It was a very complex process art wise, and technically, but it gives a very high number of combinations. Each animation works with every combination as long as there are no two pieces of the same type (ie 2 helms).
    [​IMG]
    Some variations with the same Taurus helm
    [​IMG]
    First sketch for the body parts that would form the paperdolling system.

    [​IMG]

    Character silhouette sketch

    [​IMG]

    the spritesheet in texturepacker (for the legs).

    [​IMG]

    Taurus Attack Animation As you can see with the next two pictures, the downside of the paperdolling system is that it forces animations to be identical among all characters and weapons.

    [​IMG]

    Ophiuchus poison sword attack animation

    [​IMG]

    Libra attack animation

    [​IMG]
     
    Last edited: May 26, 2019
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  8. Ninjerk Arcane

    Ninjerk
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    Damn, that Libra is strong asf. Probably gets all the chicks. Libra.
     
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  9. Galdred Studio Draconis Patron Developer

    Galdred
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    I didn't make Libra stronger on purpose, honest! And the guy in my portrait is totaly not Libra.
     
    Last edited: May 27, 2019
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  10. GreyViper Arbiter

    GreyViper
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    It looks good and animations are decent to from my point of view.
     
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  11. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
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    That fabulous green armour reminds me of Rage of Mages. Playing dress-up is by far my favourite part of any RPG.
     
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  12. Galdred Studio Draconis Patron Developer

    Galdred
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    Repost of a reply I made in GRPG about the strategic part of the game:

     
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  13. Reinar Learned

    Reinar
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    It's usually ice that destroys stone buildings IRL.

    If you change your mind: In underground dungeons, let the player do it - there would be several outer walls he'd have to break through with a chance of cave in. In castles, put objective in the middle. Or add other unbreakable blockers like holes.
     
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  14. Galdred Studio Draconis Patron Developer

    Galdred
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    I was thinking about earth as earthquake, or maybe an explosion spell. Ice is already pretty good, as it allows creating obstacles quickly (the obstacle can also contain a frozen opponent).

    Indeed, destroying the outer wall of the dungeon would not be practical if you need to "tunnel your way" through, but I still need some limits to the map, and outer dungeon walls seemed a reasonable choice, compared to a red line.[/QUOTE]

    Holes are a good idea (or bottomless pits), but teleportation/levitation will be possible.
    That said, I prefer the player being free to take the path they want. As long as there is a drawback strong enough for that, it should not be a problem(stronger utility spells could also cost hitpoints. I don't like Hitpoint as a casting resource for offensive spells, but in exchange of bypassing a section of the level, it seems reasonable).
     
    Last edited: Jun 9, 2019
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  15. Reinar Learned

    Reinar
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    After years of theoretical game development (well I do have a few proof of concept projects) I realised I don't like to divide magic into four elemental school where each element has to be as strong as the other because of balance. Rather I prefer to put elemental magic into one school and add various other schools. That way you can have one element stronger than the rest - it's not easy to come up with good elemental spells for some game types unless you don't care about redundancy. Might & Magic VII comes to my mind. There were several offensive spells but usually only one per element was good, and some elements were stronger than the other.
     
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  16. Galdred Studio Draconis Patron Developer

    Galdred
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    That is a good point, elements are a bit too restrictive, and don't match the usual fantasy powers too well.
    But the Zodiac signs each being paired with an element in astrology, we felt we had to keep the association in the game.
    I am still unsure about the best way to do it.
    It could be something like: Class => Available "Schools" of magic, and Sign => Extra elemental spells and attacks
    Zodiac signs might not be totally balanced, but that should not be a big issue as long as they are different enough, and you don't get the same ones in the same order in every playthrough.
     
    Last edited: Jul 13, 2019 at 12:59 AM
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  17. Galdred Studio Draconis Patron Developer

    Galdred
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    The stronghold is in. It doesn't do much, except cost money to add facilities for now.
    Here is the mockup for the stronghold plan:

    [​IMG]

    The castle plan will be replaced by a proper one (and wall "tiles" should also be somewhat customizable in the future, to host towers, siege engines, or magic device).

    Facilities in the outer bailey will be more vulnerable to raids and bombardments.
    Being close to a tower will make them less vulnerable too.
     
    Last edited: Jul 13, 2019 at 4:30 AM
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  18. Galdred Studio Draconis Patron Developer

    Galdred
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    And here is the animated version:

     
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  19. The Red Knight Educated

    The Red Knight
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    What about making the explosion have a (high) chance to damage the user, or anyone else standing on either side of the wall hex, with flying debris? The end result would be the same (HP loss) and there would be a bit of situational incentive to use that damage on an enemy next to the wall you want to bring down.
     
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