Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware Zodiac Legion - X-COM and dungeons

Joined
Nov 23, 2017
Messages
4,010
During Indie Game Fest, many players seemed to miss the portrait section, the end turn button, and sometimes, even the skill bar.
I was thinking about grouping them all on the bottom part:

What do you think about it?
I may move the skill bar up instead of left, but it could eat too much of the center.
add a quick optional popup tutorial that shows you the UI elements and what they do
Could make a hotkey that would show an overlay with a legend as a bandaid
Yes, that is definitely something I will do "soon".

So, we were thinking about going with either:
a)
EscAqsd.png

or b)
XoluSQU.png


The issue with b is that we'd risk having a collision if the screen is too small, or the skillbar has a few more skills.

Then for missions with lots of characters:
a1)
GeAK0HE.png

or a2)
S3nPs50.png

a2) would repeat the selected character

I'd probably go with something more along the lines of A2. Only I'd make the large selected character portrait the same width as that selected character info window under it, stack the buttons between the two, and move the "end turn" button up so it's touching the selected character info window.

I'd also drop the doubling of the portraits. You could basically set that up in a similar fashion to how fighting games are with the health bar and a big portrait at the end. Hell, taking that fighting game analogy further, and this would (I'd imagine) definitely make it easy to read: You could have the selected character portrait big on the left (or right with an optional player controlled flip in a menu) side of the screen, but instead of having the health and mana bars directed under the big portrait, you put them off to the side real nice and big somewhat like a fighting game does with health bar. Have the big portrait on the left, and health and mana info to the left (bottom half) of the portrait, and then just keep the top row of small portraits as is above the health. Looking back in the thread, you could even use that UI design I'm seeing in your 2016 stuff...only flipped and off to the side of the big portrait:

What do you think of the new UI?

Y4Qm9zJ.png

It is displaying : Unit level, hitpoints, movement points, and offense points.
Do you find it clear enough?
What about the cases where some MP have been spent?
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
What do you think of the new UI?

Y4Qm9zJ.png

It is displaying : Unit level, hitpoints, movement points, and offense points.
Do you find it clear enough?
What about the cases where some MP have been spent?
Thank you for your suggestions! I implemented a few of the UI changes already, but had to stop midway to handle a few other pressing matters.
as for the used mana points, they are now represented like this:

3pRtIWz.png
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
Which ones are the used mana points, the full blue squares on the right?
If so, why not make the squares empty (light blue or light grey)?

It'd be a bit more visible.
If they're the yellow ones, nevermind.

Usually, health = red
Mana = blue
AP = yellow or green
Anything else it slightly confusing.
 

Vrab

Learned
Joined
Aug 11, 2017
Messages
99
Which ones are the used mana points, the full blue squares on the right?
If so, why not make the squares empty (light blue or light grey)?

It'd be a bit more visible.
If they're the yellow ones, nevermind.

Usually, health = red
Mana = blue
AP = yellow or green
Anything else it slightly confusing.

I believe they are trying to go for the nuXcom method of representing hit and other points, at least from what I remember (only played the 2012 one, and that was a few years ago). Don't like that very much though.

How about, apart what Darth Canoli suggested about color-coding, you also make the indicators simple full bars with a number saying how many points there are in one? Or, instead of splitting them into groups of 5 as you seem to be doing now, making them continuous? Would make more sense, imo.

On the other hand, it's fairly superficial. If the game is good this will all matter very little.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
I believe they are trying to go for the nuXcom method of

Why would anyone do that though?
Their success comes from making a decent 3D engine appealing enough for the masses.

Dumbing down the system and bad UI decisions doesn't have any part in the sales, ok, maybe the dumbing down a bit, the masses can't handle anything too deep.
 

Vrab

Learned
Joined
Aug 11, 2017
Messages
99
I believe they are trying to go for the nuXcom method of

Why would anyone do that though?
Their success comes from making a decent 3D engine appealing enough for the masses.

Dumbing down the system and bad UI decisions doesn't have any part in the sales, ok, maybe the dumbing down a bit, the masses can't handle anything too deep.

Beats me. Maybe it's one of those basic things you do without thinking when designing game basics, then forget about it? But it definitely reminds me of 2012 Xcom, especially the division into fives.
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
I believe they are trying to go for the nuXcom method of

Why would anyone do that though?
Their success comes from making a decent 3D engine appealing enough for the masses.

Dumbing down the system and bad UI decisions doesn't have any part in the sales, ok, maybe the dumbing down a bit, the masses can't handle anything too deep.

Beats me. Maybe it's one of those basic things you do without thinking when designing game basics, then forget about it? But it definitely reminds me of 2012 Xcom, especially the division into fives.
We did indeed, because the player and opponent sprites are even more similar than in NuXCOM, and they are usually in melee range of each other. We already experienced terrible casualties with players sending bow guy in melee...
We used to have the blue selection circle around everyone before, but it was weird to have everyibe with a hoop and we had way too many floating UI elements(we already have trouble avoiding collisions between flanking, support, disengagement and buffs/debuffs indicators...).
Reusing the color bars as IFF seemed like a reasonable compromise, so in the end, we took the NATO convention, with bad guys in red, and good guys in blue, and we used yellow/gold for the stamina (also, stamina in yellow is rather standard. We don't make a difference between mana and stamina, so your wizard better start training for a marathon).
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Older version with single color was like that, and we got Codex remarks about the hula hop effect(granted, it was a super early draft) :D
But maybe gold vs Red and blue or white stamina would work better indeed

uqOMAKW.png
 

Vrab

Learned
Joined
Aug 11, 2017
Messages
99
Reusing the color bars as IFF seemed like a reasonable compromise, so in the end, we took the NATO convention, with bad guys in red, and good guys in blue, and we used yellow/gold for the stamina

That is reasonable. What is the logic behind grouping points into fives? That it is easier to count the fives than individual points in one long string? What are the high end hitpoint counts going to be like, multiple dozens?

Don't get me wrong, this is mostly insignificant and I'm not trying to say otherwise. If you make a quality team management and tactical combat game, you can freely excuse our UI autism.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
Yeah, i don't mind the grouping so much either, didn't play nuX-com for years and don't intend to refresh my memory.

What matters for Zodiac Legion is good encounter design, fast movement, animation, fast and easy inventory management, fast gameplay in general and also something hard to beat in hard mode and not because of stats bloat (so good AI too)

Is it a Steam only demo?
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Reusing the color bars as IFF seemed like a reasonable compromise, so in the end, we took the NATO convention, with bad guys in red, and good guys in blue, and we used yellow/gold for the stamina

That is reasonable. What is the logic behind grouping points into fives? That it is easier to count the fives than individual points in one long string? What are the high end hitpoint counts going to be like, multiple dozens?

Don't get me wrong, this is mostly insignificant and I'm not trying to say otherwise. If you make a quality team management and tactical combat game, you can freely excuse our UI autism.
Yes, my artist hates me for that, but we grouped the stat points for easier counting.
The high end hitpoints should remain under 20. I don't like stat inflation. Currently, someone with Attack 6 will miss once every 200 times against a target with defense 3 or so.

Yeah, i don't mind the grouping so much either, didn't play nuX-com for years and don't intend to refresh my memory.

What matters for Zodiac Legion is good encounter design, fast movement, animation, fast and easy inventory management, fast gameplay in general and also something hard to beat in hard mode and not because of stats bloat (so good AI too)

Is it a Steam only demo?
I am not sure that animations are fast enough. I made everything 200% faster than my artists intended, but that may still not be enough. It should be relatively easy to tweak, but the main issue is that I may have some animation<=>gameplay timing coupling issues to solve (animation coupling is the thing I like the least as it makes me feel like an ork tweaking a machine at random).
For encounters, we will switch to the X-COM way of assembling a map from preset "soon" maybe with a few set pieces like the current maps.
I am not too sure about the way we will handle inventory in combat, as swapping weapons between characters would make zero sense (unlike in X-COM where there is a good reason for someone to carry the rockets and someone else the launcher).
Yes, the demo is steam only. I never got the time to take care of the itch.io store page, and gog didn't answer my request. They keep sending me ads for their sales instead...
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
Yes, the demo is steam only. I never got the time to take care of the itch.io store page, and gog didn't answer my request. They keep sending me ads for their sales instead...

Is it relevant to play it?
Would it be helpful to have more feedback?

I hate the steam shit with passion so it's only for good games which are not on gog.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,735
Several players had issues with DPI scaling in. I have disabled windows auto scaling and added a borderless and fullscreen option to the game. We also took steps to make the menu more readable. Now on to in game UI scaling!

image.jpg
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Thank you! This update is not super exciting, but it was a much requested feature! I will tackle the UI scaling, then the responsiveness afterwards, so that pathfinding and LoS computations don't make the game stutter anymore, by adding a short UI delay on mouseover, and threading the calculations. Then I will hopefully be able to resume working on the combat evolution (cover and obstruction for archers, adding stamina damage, making range decrease archery damage, and not only accuracy, limiting archer range indoor), then work on semi randomized missions, because I prefer games not relying on knowing the maps beforehand.

So that's still a lot to go through before tackling the geoscape and content (ie new abilities).

In the meantime, our artist completed the healing animation:

 

Angelo85

Arcane
Patron
Joined
Apr 4, 2010
Messages
1,569
Location
Deutschland
Turn Based Lovers published an somewhat lenghty Interview with Alexandre (Galdred?)

First Turn – Introduction
zodiac-2.png

Greetings! And thank you, so much, for doing this interview with us! I’m very impressed with the project. It looks and feels undoubtedly unique – yet retains that classical tabletop aesthetic of early D&D and GW’s Warhammer Fantasy. At the center of the gameplay is a complex turn-based, party-based, combat system. It almost reminds me of the great SSI games of old, with their ultra-elaborate battle mechanics.

But, how about I let the developers themselves introduce their work! What are the most important features of the game – what’s its soul? Also – what is your main goal with this project?

Alexandre:

Greetings, I am Alexandre, the project lead for Zodiac Legion.

Our main goal was to create a fantasy rendition of X-COM that would combine classic fantasy dungeon crawling with an overarching strategy layer. The most important feature of the game is its tactical combat, but the strategic layer is there to give the campaign a grand scale and a personal context: You’re fighting on the tactical layer to defend your Domain, and you choose your own battles to achieve your global objectives.

Indeed, we’re also big fans of Warhammer, while Laser squad and HeroQuests were the most influential games for me as a kid.

Second Turn – Characters’ Style
zodiac_3-2.png

The first thing that struck me about the game was the almost Warhammer-esque look of the characters. Warhammer-esque in that there’s a lot of variety mixed in with the general dark fantasy aesthetics. It’s more like a 16th-17th century style, rather than a more traditional medieval ambience. Together with some definite Mediterranean, gladiatorial-like features.

What inspired this unique graphical approach? Was it just a regular array of books or tabletop games, or something more specific?

Alexandre:

We wanted to ground our setting in a traditional late medieval setup that would be witness to the reappearance of magic. Starting with a mundane setting served two purposes for us:

It allowed us to set the game in a believable, familiar universe, as the people in this world see magic the same way we see the old Greek, Celtic or Norse mythology in ours.

It also allows us to introduce abilities gradually, and give a good reason to make progress dependent on raiding ancient ruins that were not accessible between the ages of magic.

We chose a late medieval style over an early one mostly for two reasons: the design of late medieval armor is more iconic, and we wanted armor in the game to offer great protection against “mundane” attacks. When it comes to raw protection, late medieval armor is simply hard to beat.

As for the Roman-styled characters in the game, it’s because magic is reappearing after a few centuries of dormancy, so the reawakened skeletons of ancient times still carry their old gear.

Third Turn – The Team and The Priorities
zodiac_6.png

It’s really impressive how professional the game already looks, even though it’s still a demo. There are many, more peripheral, details already implemented. Stuff, that’s often ignored during the early stages of development, yet is invaluable for a game that wants to be taken seriously from the very start. Like the sound effects, the complex animations, the furniture, the UI elements.

It certainly appears as if there’s a full-time development team involved in the project – with multiple specialists working in parallel. Could you tell us about the studio’s organization and the general work process? Also – what are your main priorities at the moment?

Alexandre:

I started working alone, then contracted two pixel artists: Thomas “Feichtmeir” Cyangmou and Ben “Wolfenoctis” Addendorf, who made most of the pixel art during the first stages of development. They’ve moved on to other projects since then.

I then worked with Valery “Thu” Kim and Artyom “Brullov” Nevinchanyi to satisfy the immediate needs of the game in the meantime.

David “DaaWeed” Martins is our new pixel artist, and he started working on the project last year. I’m glad the game still manages to maintain its visual coherence with so many different artists involved, but they all went out of their way to adapt to the existing style.

Maciej Bogucki has been working on the writing and level design for 6 years, and Alcibiade Minel has been in charge of the soundtrack for just as long. I’m the only one working full time on the project, but I’m very lucky to have been able to collaborate with them both for such a long time, because it makes it possible to discuss ideas and share a common vision.

It makes organization a bit difficult, as they all have to juggle various other contracts, but that’s probably for the better, as it can take me quite a long time to integrate their work, or build the functionalities or tools they need. It makes our cooperation a bit more flexible.

Given that the demo has been publicly available for some time already, our main priority is to improve the introduction to the game. We’re still not sure about the best way of doing it, but we’re leaning towards adding dynamic help to the early game.

We’re focused on improving the responsiveness of the game and the UI, which should help with making everything feel less arcane.

Once that’s done, we’ll rework a few elements on the tactical layer and add some more abilities, but most of the work will focus on including semi-randomized levels, generated out of pre-made blocks (usually rooms), and fleshing out the strategic layer.

Fourth Turn – The Multicultural Approach
zodiac_2-2.png

Could we talk a bit more about the team itself? I’ve looked at the page on your website, and it definitely seems like you’ve got developers from all other the world. I think I even saw a very Russian/Eastern European name in there! Are you based in any particular country, or do you primarily work over the internet? Were there any challenges in working in such a multicultural team? Were there any unique advantages in this?

Alexandre:

I wasn’t looking for representatives of any particular cultures really, I recruited contributors who seemed the best fit for the project. After I came across Cyangmou’s (Austria) DeviantArt page, I really wanted to work with him. He recommended that I also work with Wolfenoctis (South Africa) because there was a lot to do. Since the beginning, we’ve communicated exclusively online, and I haven’t met anyone from the team in person, except for our composer, Alcibiade. The game itself has traveled a lot, actually. I started working on it in Shanghai, then we moved back to France, then 4 years later to Germany.

Fifth Turn – The Base-Building Component
Not just the style – the gameplay too seems varied, at least to some extent. While at its heart, it’s all about turn-based tabletop-style combat – there’s also an entire base-building system being worked on. What are your goals with it – what’s your vision for the mechanic? Is it just something to add that bit of variety to the game? How important is it going to be, in the end?

Alexandre:

The main purpose of the base-building is to make you care about your headquarters and to give you something to fight for. My preferred genre has always been “RPGs with castle management”, but there aren’t many games like that out there. We plan to have the strategic layer relatively simple compared to the tactical one. It’s mostly about tailoring the Zodiac Order to your play style: You will choose which facilities to build and which magic disciplines to study. Enemies will also try to invade your citadel, and we plan to have the map of the base during tactical combat mirror its layout on the strategic layer, which will give you some options and opportunities to prepare against infiltrations.

The strategic layer won’t be purely about base building, but will also involve choosing which battles to fight, and how thin you’re willing to spread your valuable champions. You will allocate assets (such as armies, agents or facilities) to various missions on the map, and send your characters to either provide assistance or thwart enemy operations. Diplomacy and sabotage targeted at other factions will be on the table as well.

Sixth Turn – The Turn-Based Combat
zodiac_7.png

So – the core of the game is its very classical-looking turn-based combat. There’s clearly a lot of complexity to it. It’s also clearly inspired by tabletop systems, with a multitude of arcane rolls going on in the background. I can certainly imagine myself sitting with a pen and paper, writing down a million esoteric stats and whatnot. If Zodiac Legion was an actual printed board game, that is. Good thing we have computers, right?

Alright – let’s get to the question. How much do you plan to expand the combat mechanic in the future? It’s certainly difficult enough as it is – aren’t you worried that it could intimidate those who aren’t familiar with classic tabletop systems?

Alexandre:

The game system itself would have to be changed a little to work on tabletop.

The game counts dice results under a given threshold, like Vampire: The Masquerade or Shadowrun, so it remains close to a tabletop system. We chose this approach because it makes the dice roll outcome relatively easy to “learn”: having a score equal to the target difficulty will result in success half the time, having +1 will result in a 3/4 success rate, and +2 will be around 7/8.

It also makes it critical to make sure you’re in a situation where you can outmatch the opponent, because dueling someone stronger is bound to fail.

The dungeon crawling is more in line with traditional tabletop dungeon-crawlers, like Warhammer Quest, Descent or Gloomhaven than with traditional tactical RPGs, in that we have large maps to explore in continuous turn-based mode. It’s also close to Invisible, Inc. or Chaos Gate in that regard.

We’re content with our combat mechanics: support, flanking and archery protection all rely on positioning. Still, we plan to add more modifiers to archery, like a range penalty to shooting indoors, and a range penalty to damage, and make magic require a concentration check so that casting the best spells requires some preparation.

We’re also working on making melee a bit stronger, as the melee knights lack staying power right now, but most of the complexity will come from abilities.

I don’t think complexity will be an issue once we have enough added in-game help to let the player make informed decisions, while abilities will be slowly introduced over the course of the campaign. That was another reason for setting the game in a world of reawakening magic.

Seventh Turn – Might and Magic
zodiac_1.png

While there are plenty of different inspirations mixed in to create the game’s unique style – the main atmosphere is definitely of the fantasy variety. There are orcs and undead and, most importantly, magic! Once you decide to add sorcery to the game – you open the gates to all sorts of eldritch witchery, just waiting to be implemented. How far are you planning to go with this? How important will sorcery be to the game?

In general, how complex will the class system be?

Alexandre:

Magic is a key element of the game. We wanted magic to be similar to technology in X-COM, and to have it work as a game changer. The game world starts in a state where magic hasn’t been available for centuries, so most of the arcane knowledge has been lost, and many people believe that magic exists only in tales. Mastery of magic is what allows the player to turn his warriors into Zodiac champions, but he needs to recover the knowledge and the artifacts allowing him to do so. Therefore magic will become more prominent as the game goes on, and will serve for both empowering warriors and letting wizards channel its raw energy.

The Zodiac is the source of the Order’s power, so the ‘heroic’ character classes will be tied to the Zodiac signs, with some abilities and spells specific to a single sign, and others to a subset of signs. The four elements are very important in the Zodiac, so they’re also featured in our magic system, with each element being associated with three signs. Characters will also have an “origin” profession, like knight, scout, and archer, as well as ascending and moon signs that will let them acquire abilities from other classes.

Eighth Turn – The Lore and The Story
zodiac_8.png

To me, the game’s aesthetics looks very similar to that of the legendary Games Workshop setting. Yet there isn’t much to go on, so far, concerning the general background lore. The visual style certainly has that grimdark look to it. How brutal are you planning to make the rest of the game’s world? Are you going to move in a more Tolkien-like direction? Or maybe something with a more Lovecraftian, weird horror, feel to it? Could you talk a bit about the general lore?

Also – Is there going to be some main quest line to guide the players across the realm – or is it going to be more of an open world style exploration?

Alexandre:

In the world of Zodiac Legion, magic ebbs and flows in cycles, depending on stellar conjunctions. The last cycle saw a terrible war between the Empire and its Zodiac Legion and the League of Aegidia. The Emperor and the Zodiac champions sacrificed themselves to overpower the minds of other magic users in the world and accelerate the end of the age of magic, as peace could not have been achieved otherwise. However, some of the League’s high sorcerers managed to avoid obliteration by striking a pact with otherworldly protectors, and so they entered a state of slumber that allowed them to hibernate through the magical apocalypse.

The end of the age of magic gave way to the collapse of the Empire and left many arcane sites unreachable, as the teleporters that led to them became inactive. The Zodiac Order tried to safeguard the knowledge of magic, but its resources dwindled quickly, and its influence shrunk over the centuries.

The main antagonists in the world of Zodiac Legion are other humans, who see the Zodiac Order as an existential threat and who want to secure all magic power exclusively for themselves. It’s a world thrown into turmoil by the reawakening of magic, with many of those in power considering it a threat to their position, while others view it as an opportunity for increasing their might. But magic in itself is far from the cosmic horrors of Lovecraft or the abominations of chaos.

The overland map will feature some exploration, but more in the vein of 4X games than what you’d find in a regular RPG. For example, you will discover access points to hidden places of power over time as your astrologers scramble to interpret the messages of the stars needed to locate them. In general, the game structure will be close to X-COM, where you need to find a way to bring the fight to your opponents and defeat them once and for all, but you’re free to choose the course of action leading there.

Ninth Turn – The Code
Clearly, a ton of effort went into crafting this game, in terms of the style and the gameplay. Yet, I did run into a number of performance and settings issues – enough so that the game became very difficult to play, at times. I was also surprised to see that the game uses Moai – certainly an interesting engine, yet not as well known as some other ones. From what I understand, it’s mostly used for mobile games, too.

As a programmer and a developer myself, I’m very curious – why did you choose this particular software? What advantages does it offer over the others? Are there any issues with optimization you are currently working on?

Alexandre:

Moai started out as a portable engine that could target different platforms with minimal changes. When I started working on the game, I thought it would be better to keep the option for tablet ports open. Still, it’s not really true that it was used mostly for mobile games: for instance, Broken Age, Invisible, Inc. and Eastward have all been made with Moai. It’s not very popular these days, but what led me to choose it was its open source nature. It means I can patch any issue myself without submitting a ticket and waiting for someone else to do it.

I started prototyping with Python, but distributing a game made in Python seemed much less convenient than using a C++ engine with Lua binding. I was reluctant to learn a new language at first, but Lua is really one I like to work with.

As for optimization, I’m currently working on threading the calculations, so that they don’t interfere with input and display anymore, as the pathfinding and LoS calculations can take quite some time.

Tenth Turn – Conclusion
zodiac_4-2.png

Thank you for answering all these questions! The game looks really promising – there’s a great depth to its gameplay and its mechanics. Clearly, a lot of effort went into making it look professional, yet without losing its unique atmosphere and visual style.

So, in conclusion, is there anything in particular you want to tell the audience about your work? If there’s one thing you want the community to know about your project – what is it?

Alexandre:

We want everyone to know that it’s possible to have a game utilizing classic and modern design principles without compromising on the aspects important to both. That is to say, our aim is to draw inspiration from the vintage games we love without engaging in cargo cult or producing something derivative, and to stay true to the “old-school” vision while taking into account the decades of valuable experience in game and interface design, particularly when it comes to proven gameplay solutions and convenience. By combining the best, timeless parts of the old and the new, it’s not only that we believe that Zodiac Legion will turn out to be a good game, but we also hope that it will establish a lasting legacy for itself.

Finally, thank you for your thoughtful questions and your interest in Zodiac Legion. We’re always happy to talk about our game.

Goodbye!
Thank you, to the audience also, for reading this interview and for your continuous support of TBL’s great quest. I hope it was interesting and that you liked the questions! Goodbye!
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,346
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
Turn Based Lovers published an somewhat lenghty Interview with Alexandre (Galdred?)
First Turn – Introduction
zodiac-2.png

Greetings! And thank you, so much, for doing this interview with us! I’m very impressed with the project. It looks and feels undoubtedly unique – yet retains that classical tabletop aesthetic of early D&D and GW’s Warhammer Fantasy. At the center of the gameplay is a complex turn-based, party-based, combat system. It almost reminds me of the great SSI games of old, with their ultra-elaborate battle mechanics.

But, how about I let the developers themselves introduce their work! What are the most important features of the game – what’s its soul? Also – what is your main goal with this project?

Alexandre:

Greetings, I am Alexandre, the project lead for Zodiac Legion.

Our main goal was to create a fantasy rendition of X-COM that would combine classic fantasy dungeon crawling with an overarching strategy layer. The most important feature of the game is its tactical combat, but the strategic layer is there to give the campaign a grand scale and a personal context: You’re fighting on the tactical layer to defend your Domain, and you choose your own battles to achieve your global objectives.

Indeed, we’re also big fans of Warhammer, while Laser squad and HeroQuests were the most influential games for me as a kid.

Second Turn – Characters’ Style
zodiac_3-2.png

The first thing that struck me about the game was the almost Warhammer-esque look of the characters. Warhammer-esque in that there’s a lot of variety mixed in with the general dark fantasy aesthetics. It’s more like a 16th-17th century style, rather than a more traditional medieval ambience. Together with some definite Mediterranean, gladiatorial-like features.

What inspired this unique graphical approach? Was it just a regular array of books or tabletop games, or something more specific?

Alexandre:

We wanted to ground our setting in a traditional late medieval setup that would be witness to the reappearance of magic. Starting with a mundane setting served two purposes for us:

It allowed us to set the game in a believable, familiar universe, as the people in this world see magic the same way we see the old Greek, Celtic or Norse mythology in ours.

It also allows us to introduce abilities gradually, and give a good reason to make progress dependent on raiding ancient ruins that were not accessible between the ages of magic.

We chose a late medieval style over an early one mostly for two reasons: the design of late medieval armor is more iconic, and we wanted armor in the game to offer great protection against “mundane” attacks. When it comes to raw protection, late medieval armor is simply hard to beat.

As for the Roman-styled characters in the game, it’s because magic is reappearing after a few centuries of dormancy, so the reawakened skeletons of ancient times still carry their old gear.

Third Turn – The Team and The Priorities
zodiac_6.png

It’s really impressive how professional the game already looks, even though it’s still a demo. There are many, more peripheral, details already implemented. Stuff, that’s often ignored during the early stages of development, yet is invaluable for a game that wants to be taken seriously from the very start. Like the sound effects, the complex animations, the furniture, the UI elements.

It certainly appears as if there’s a full-time development team involved in the project – with multiple specialists working in parallel. Could you tell us about the studio’s organization and the general work process? Also – what are your main priorities at the moment?

Alexandre:

I started working alone, then contracted two pixel artists: Thomas “Feichtmeir” Cyangmou and Ben “Wolfenoctis” Addendorf, who made most of the pixel art during the first stages of development. They’ve moved on to other projects since then.

I then worked with Valery “Thu” Kim and Artyom “Brullov” Nevinchanyi to satisfy the immediate needs of the game in the meantime.

David “DaaWeed” Martins is our new pixel artist, and he started working on the project last year. I’m glad the game still manages to maintain its visual coherence with so many different artists involved, but they all went out of their way to adapt to the existing style.

Maciej Bogucki has been working on the writing and level design for 6 years, and Alcibiade Minel has been in charge of the soundtrack for just as long. I’m the only one working full time on the project, but I’m very lucky to have been able to collaborate with them both for such a long time, because it makes it possible to discuss ideas and share a common vision.

It makes organization a bit difficult, as they all have to juggle various other contracts, but that’s probably for the better, as it can take me quite a long time to integrate their work, or build the functionalities or tools they need. It makes our cooperation a bit more flexible.

Given that the demo has been publicly available for some time already, our main priority is to improve the introduction to the game. We’re still not sure about the best way of doing it, but we’re leaning towards adding dynamic help to the early game.

We’re focused on improving the responsiveness of the game and the UI, which should help with making everything feel less arcane.

Once that’s done, we’ll rework a few elements on the tactical layer and add some more abilities, but most of the work will focus on including semi-randomized levels, generated out of pre-made blocks (usually rooms), and fleshing out the strategic layer.

Fourth Turn – The Multicultural Approach
zodiac_2-2.png

Could we talk a bit more about the team itself? I’ve looked at the page on your website, and it definitely seems like you’ve got developers from all other the world. I think I even saw a very Russian/Eastern European name in there! Are you based in any particular country, or do you primarily work over the internet? Were there any challenges in working in such a multicultural team? Were there any unique advantages in this?

Alexandre:

I wasn’t looking for representatives of any particular cultures really, I recruited contributors who seemed the best fit for the project. After I came across Cyangmou’s (Austria) DeviantArt page, I really wanted to work with him. He recommended that I also work with Wolfenoctis (South Africa) because there was a lot to do. Since the beginning, we’ve communicated exclusively online, and I haven’t met anyone from the team in person, except for our composer, Alcibiade. The game itself has traveled a lot, actually. I started working on it in Shanghai, then we moved back to France, then 4 years later to Germany.

Fifth Turn – The Base-Building Component
Not just the style – the gameplay too seems varied, at least to some extent. While at its heart, it’s all about turn-based tabletop-style combat – there’s also an entire base-building system being worked on. What are your goals with it – what’s your vision for the mechanic? Is it just something to add that bit of variety to the game? How important is it going to be, in the end?

Alexandre:

The main purpose of the base-building is to make you care about your headquarters and to give you something to fight for. My preferred genre has always been “RPGs with castle management”, but there aren’t many games like that out there. We plan to have the strategic layer relatively simple compared to the tactical one. It’s mostly about tailoring the Zodiac Order to your play style: You will choose which facilities to build and which magic disciplines to study. Enemies will also try to invade your citadel, and we plan to have the map of the base during tactical combat mirror its layout on the strategic layer, which will give you some options and opportunities to prepare against infiltrations.

The strategic layer won’t be purely about base building, but will also involve choosing which battles to fight, and how thin you’re willing to spread your valuable champions. You will allocate assets (such as armies, agents or facilities) to various missions on the map, and send your characters to either provide assistance or thwart enemy operations. Diplomacy and sabotage targeted at other factions will be on the table as well.

Sixth Turn – The Turn-Based Combat
zodiac_7.png

So – the core of the game is its very classical-looking turn-based combat. There’s clearly a lot of complexity to it. It’s also clearly inspired by tabletop systems, with a multitude of arcane rolls going on in the background. I can certainly imagine myself sitting with a pen and paper, writing down a million esoteric stats and whatnot. If Zodiac Legion was an actual printed board game, that is. Good thing we have computers, right?

Alright – let’s get to the question. How much do you plan to expand the combat mechanic in the future? It’s certainly difficult enough as it is – aren’t you worried that it could intimidate those who aren’t familiar with classic tabletop systems?

Alexandre:

The game system itself would have to be changed a little to work on tabletop.

The game counts dice results under a given threshold, like Vampire: The Masquerade or Shadowrun, so it remains close to a tabletop system. We chose this approach because it makes the dice roll outcome relatively easy to “learn”: having a score equal to the target difficulty will result in success half the time, having +1 will result in a 3/4 success rate, and +2 will be around 7/8.

It also makes it critical to make sure you’re in a situation where you can outmatch the opponent, because dueling someone stronger is bound to fail.

The dungeon crawling is more in line with traditional tabletop dungeon-crawlers, like Warhammer Quest, Descent or Gloomhaven than with traditional tactical RPGs, in that we have large maps to explore in continuous turn-based mode. It’s also close to Invisible, Inc. or Chaos Gate in that regard.

We’re content with our combat mechanics: support, flanking and archery protection all rely on positioning. Still, we plan to add more modifiers to archery, like a range penalty to shooting indoors, and a range penalty to damage, and make magic require a concentration check so that casting the best spells requires some preparation.

We’re also working on making melee a bit stronger, as the melee knights lack staying power right now, but most of the complexity will come from abilities.

I don’t think complexity will be an issue once we have enough added in-game help to let the player make informed decisions, while abilities will be slowly introduced over the course of the campaign. That was another reason for setting the game in a world of reawakening magic.

Seventh Turn – Might and Magic
zodiac_1.png

While there are plenty of different inspirations mixed in to create the game’s unique style – the main atmosphere is definitely of the fantasy variety. There are orcs and undead and, most importantly, magic! Once you decide to add sorcery to the game – you open the gates to all sorts of eldritch witchery, just waiting to be implemented. How far are you planning to go with this? How important will sorcery be to the game?

In general, how complex will the class system be?

Alexandre:

Magic is a key element of the game. We wanted magic to be similar to technology in X-COM, and to have it work as a game changer. The game world starts in a state where magic hasn’t been available for centuries, so most of the arcane knowledge has been lost, and many people believe that magic exists only in tales. Mastery of magic is what allows the player to turn his warriors into Zodiac champions, but he needs to recover the knowledge and the artifacts allowing him to do so. Therefore magic will become more prominent as the game goes on, and will serve for both empowering warriors and letting wizards channel its raw energy.

The Zodiac is the source of the Order’s power, so the ‘heroic’ character classes will be tied to the Zodiac signs, with some abilities and spells specific to a single sign, and others to a subset of signs. The four elements are very important in the Zodiac, so they’re also featured in our magic system, with each element being associated with three signs. Characters will also have an “origin” profession, like knight, scout, and archer, as well as ascending and moon signs that will let them acquire abilities from other classes.

Eighth Turn – The Lore and The Story
zodiac_8.png

To me, the game’s aesthetics looks very similar to that of the legendary Games Workshop setting. Yet there isn’t much to go on, so far, concerning the general background lore. The visual style certainly has that grimdark look to it. How brutal are you planning to make the rest of the game’s world? Are you going to move in a more Tolkien-like direction? Or maybe something with a more Lovecraftian, weird horror, feel to it? Could you talk a bit about the general lore?

Also – Is there going to be some main quest line to guide the players across the realm – or is it going to be more of an open world style exploration?

Alexandre:

In the world of Zodiac Legion, magic ebbs and flows in cycles, depending on stellar conjunctions. The last cycle saw a terrible war between the Empire and its Zodiac Legion and the League of Aegidia. The Emperor and the Zodiac champions sacrificed themselves to overpower the minds of other magic users in the world and accelerate the end of the age of magic, as peace could not have been achieved otherwise. However, some of the League’s high sorcerers managed to avoid obliteration by striking a pact with otherworldly protectors, and so they entered a state of slumber that allowed them to hibernate through the magical apocalypse.

The end of the age of magic gave way to the collapse of the Empire and left many arcane sites unreachable, as the teleporters that led to them became inactive. The Zodiac Order tried to safeguard the knowledge of magic, but its resources dwindled quickly, and its influence shrunk over the centuries.

The main antagonists in the world of Zodiac Legion are other humans, who see the Zodiac Order as an existential threat and who want to secure all magic power exclusively for themselves. It’s a world thrown into turmoil by the reawakening of magic, with many of those in power considering it a threat to their position, while others view it as an opportunity for increasing their might. But magic in itself is far from the cosmic horrors of Lovecraft or the abominations of chaos.

The overland map will feature some exploration, but more in the vein of 4X games than what you’d find in a regular RPG. For example, you will discover access points to hidden places of power over time as your astrologers scramble to interpret the messages of the stars needed to locate them. In general, the game structure will be close to X-COM, where you need to find a way to bring the fight to your opponents and defeat them once and for all, but you’re free to choose the course of action leading there.

Ninth Turn – The Code
Clearly, a ton of effort went into crafting this game, in terms of the style and the gameplay. Yet, I did run into a number of performance and settings issues – enough so that the game became very difficult to play, at times. I was also surprised to see that the game uses Moai – certainly an interesting engine, yet not as well known as some other ones. From what I understand, it’s mostly used for mobile games, too.

As a programmer and a developer myself, I’m very curious – why did you choose this particular software? What advantages does it offer over the others? Are there any issues with optimization you are currently working on?

Alexandre:

Moai started out as a portable engine that could target different platforms with minimal changes. When I started working on the game, I thought it would be better to keep the option for tablet ports open. Still, it’s not really true that it was used mostly for mobile games: for instance, Broken Age, Invisible, Inc. and Eastward have all been made with Moai. It’s not very popular these days, but what led me to choose it was its open source nature. It means I can patch any issue myself without submitting a ticket and waiting for someone else to do it.

I started prototyping with Python, but distributing a game made in Python seemed much less convenient than using a C++ engine with Lua binding. I was reluctant to learn a new language at first, but Lua is really one I like to work with.

As for optimization, I’m currently working on threading the calculations, so that they don’t interfere with input and display anymore, as the pathfinding and LoS calculations can take quite some time.

Tenth Turn – Conclusion
zodiac_4-2.png

Thank you for answering all these questions! The game looks really promising – there’s a great depth to its gameplay and its mechanics. Clearly, a lot of effort went into making it look professional, yet without losing its unique atmosphere and visual style.

So, in conclusion, is there anything in particular you want to tell the audience about your work? If there’s one thing you want the community to know about your project – what is it?

Alexandre:

We want everyone to know that it’s possible to have a game utilizing classic and modern design principles without compromising on the aspects important to both. That is to say, our aim is to draw inspiration from the vintage games we love without engaging in cargo cult or producing something derivative, and to stay true to the “old-school” vision while taking into account the decades of valuable experience in game and interface design, particularly when it comes to proven gameplay solutions and convenience. By combining the best, timeless parts of the old and the new, it’s not only that we believe that Zodiac Legion will turn out to be a good game, but we also hope that it will establish a lasting legacy for itself.

Finally, thank you for your thoughtful questions and your interest in Zodiac Legion. We’re always happy to talk about our game.

Goodbye!
Thank you, to the audience also, for reading this interview and for your continuous support of TBL’s great quest. I hope it was interesting and that you liked the questions! Goodbye!
Yes; that's me (with some word wizardry by our lore master). Thank you for the repost!
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,237
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Turn Based Lovers published an somewhat lenghty Interview with Alexandre (Galdred?)
First Turn – Introduction
zodiac-2.png

Greetings! And thank you, so much, for doing this interview with us! I’m very impressed with the project. It looks and feels undoubtedly unique – yet retains that classical tabletop aesthetic of early D&D and GW’s Warhammer Fantasy. At the center of the gameplay is a complex turn-based, party-based, combat system. It almost reminds me of the great SSI games of old, with their ultra-elaborate battle mechanics.

But, how about I let the developers themselves introduce their work! What are the most important features of the game – what’s its soul? Also – what is your main goal with this project?

Alexandre:

Greetings, I am Alexandre, the project lead for Zodiac Legion.

Our main goal was to create a fantasy rendition of X-COM that would combine classic fantasy dungeon crawling with an overarching strategy layer. The most important feature of the game is its tactical combat, but the strategic layer is there to give the campaign a grand scale and a personal context: You’re fighting on the tactical layer to defend your Domain, and you choose your own battles to achieve your global objectives.

Indeed, we’re also big fans of Warhammer, while Laser squad and HeroQuests were the most influential games for me as a kid.

Second Turn – Characters’ Style
zodiac_3-2.png

The first thing that struck me about the game was the almost Warhammer-esque look of the characters. Warhammer-esque in that there’s a lot of variety mixed in with the general dark fantasy aesthetics. It’s more like a 16th-17th century style, rather than a more traditional medieval ambience. Together with some definite Mediterranean, gladiatorial-like features.

What inspired this unique graphical approach? Was it just a regular array of books or tabletop games, or something more specific?

Alexandre:

We wanted to ground our setting in a traditional late medieval setup that would be witness to the reappearance of magic. Starting with a mundane setting served two purposes for us:

It allowed us to set the game in a believable, familiar universe, as the people in this world see magic the same way we see the old Greek, Celtic or Norse mythology in ours.

It also allows us to introduce abilities gradually, and give a good reason to make progress dependent on raiding ancient ruins that were not accessible between the ages of magic.

We chose a late medieval style over an early one mostly for two reasons: the design of late medieval armor is more iconic, and we wanted armor in the game to offer great protection against “mundane” attacks. When it comes to raw protection, late medieval armor is simply hard to beat.

As for the Roman-styled characters in the game, it’s because magic is reappearing after a few centuries of dormancy, so the reawakened skeletons of ancient times still carry their old gear.

Third Turn – The Team and The Priorities
zodiac_6.png

It’s really impressive how professional the game already looks, even though it’s still a demo. There are many, more peripheral, details already implemented. Stuff, that’s often ignored during the early stages of development, yet is invaluable for a game that wants to be taken seriously from the very start. Like the sound effects, the complex animations, the furniture, the UI elements.

It certainly appears as if there’s a full-time development team involved in the project – with multiple specialists working in parallel. Could you tell us about the studio’s organization and the general work process? Also – what are your main priorities at the moment?

Alexandre:

I started working alone, then contracted two pixel artists: Thomas “Feichtmeir” Cyangmou and Ben “Wolfenoctis” Addendorf, who made most of the pixel art during the first stages of development. They’ve moved on to other projects since then.

I then worked with Valery “Thu” Kim and Artyom “Brullov” Nevinchanyi to satisfy the immediate needs of the game in the meantime.

David “DaaWeed” Martins is our new pixel artist, and he started working on the project last year. I’m glad the game still manages to maintain its visual coherence with so many different artists involved, but they all went out of their way to adapt to the existing style.

Maciej Bogucki has been working on the writing and level design for 6 years, and Alcibiade Minel has been in charge of the soundtrack for just as long. I’m the only one working full time on the project, but I’m very lucky to have been able to collaborate with them both for such a long time, because it makes it possible to discuss ideas and share a common vision.

It makes organization a bit difficult, as they all have to juggle various other contracts, but that’s probably for the better, as it can take me quite a long time to integrate their work, or build the functionalities or tools they need. It makes our cooperation a bit more flexible.

Given that the demo has been publicly available for some time already, our main priority is to improve the introduction to the game. We’re still not sure about the best way of doing it, but we’re leaning towards adding dynamic help to the early game.

We’re focused on improving the responsiveness of the game and the UI, which should help with making everything feel less arcane.

Once that’s done, we’ll rework a few elements on the tactical layer and add some more abilities, but most of the work will focus on including semi-randomized levels, generated out of pre-made blocks (usually rooms), and fleshing out the strategic layer.

Fourth Turn – The Multicultural Approach
zodiac_2-2.png

Could we talk a bit more about the team itself? I’ve looked at the page on your website, and it definitely seems like you’ve got developers from all other the world. I think I even saw a very Russian/Eastern European name in there! Are you based in any particular country, or do you primarily work over the internet? Were there any challenges in working in such a multicultural team? Were there any unique advantages in this?

Alexandre:

I wasn’t looking for representatives of any particular cultures really, I recruited contributors who seemed the best fit for the project. After I came across Cyangmou’s (Austria) DeviantArt page, I really wanted to work with him. He recommended that I also work with Wolfenoctis (South Africa) because there was a lot to do. Since the beginning, we’ve communicated exclusively online, and I haven’t met anyone from the team in person, except for our composer, Alcibiade. The game itself has traveled a lot, actually. I started working on it in Shanghai, then we moved back to France, then 4 years later to Germany.

Fifth Turn – The Base-Building Component
Not just the style – the gameplay too seems varied, at least to some extent. While at its heart, it’s all about turn-based tabletop-style combat – there’s also an entire base-building system being worked on. What are your goals with it – what’s your vision for the mechanic? Is it just something to add that bit of variety to the game? How important is it going to be, in the end?

Alexandre:

The main purpose of the base-building is to make you care about your headquarters and to give you something to fight for. My preferred genre has always been “RPGs with castle management”, but there aren’t many games like that out there. We plan to have the strategic layer relatively simple compared to the tactical one. It’s mostly about tailoring the Zodiac Order to your play style: You will choose which facilities to build and which magic disciplines to study. Enemies will also try to invade your citadel, and we plan to have the map of the base during tactical combat mirror its layout on the strategic layer, which will give you some options and opportunities to prepare against infiltrations.

The strategic layer won’t be purely about base building, but will also involve choosing which battles to fight, and how thin you’re willing to spread your valuable champions. You will allocate assets (such as armies, agents or facilities) to various missions on the map, and send your characters to either provide assistance or thwart enemy operations. Diplomacy and sabotage targeted at other factions will be on the table as well.

Sixth Turn – The Turn-Based Combat
zodiac_7.png

So – the core of the game is its very classical-looking turn-based combat. There’s clearly a lot of complexity to it. It’s also clearly inspired by tabletop systems, with a multitude of arcane rolls going on in the background. I can certainly imagine myself sitting with a pen and paper, writing down a million esoteric stats and whatnot. If Zodiac Legion was an actual printed board game, that is. Good thing we have computers, right?

Alright – let’s get to the question. How much do you plan to expand the combat mechanic in the future? It’s certainly difficult enough as it is – aren’t you worried that it could intimidate those who aren’t familiar with classic tabletop systems?

Alexandre:

The game system itself would have to be changed a little to work on tabletop.

The game counts dice results under a given threshold, like Vampire: The Masquerade or Shadowrun, so it remains close to a tabletop system. We chose this approach because it makes the dice roll outcome relatively easy to “learn”: having a score equal to the target difficulty will result in success half the time, having +1 will result in a 3/4 success rate, and +2 will be around 7/8.

It also makes it critical to make sure you’re in a situation where you can outmatch the opponent, because dueling someone stronger is bound to fail.

The dungeon crawling is more in line with traditional tabletop dungeon-crawlers, like Warhammer Quest, Descent or Gloomhaven than with traditional tactical RPGs, in that we have large maps to explore in continuous turn-based mode. It’s also close to Invisible, Inc. or Chaos Gate in that regard.

We’re content with our combat mechanics: support, flanking and archery protection all rely on positioning. Still, we plan to add more modifiers to archery, like a range penalty to shooting indoors, and a range penalty to damage, and make magic require a concentration check so that casting the best spells requires some preparation.

We’re also working on making melee a bit stronger, as the melee knights lack staying power right now, but most of the complexity will come from abilities.

I don’t think complexity will be an issue once we have enough added in-game help to let the player make informed decisions, while abilities will be slowly introduced over the course of the campaign. That was another reason for setting the game in a world of reawakening magic.

Seventh Turn – Might and Magic
zodiac_1.png

While there are plenty of different inspirations mixed in to create the game’s unique style – the main atmosphere is definitely of the fantasy variety. There are orcs and undead and, most importantly, magic! Once you decide to add sorcery to the game – you open the gates to all sorts of eldritch witchery, just waiting to be implemented. How far are you planning to go with this? How important will sorcery be to the game?

In general, how complex will the class system be?

Alexandre:

Magic is a key element of the game. We wanted magic to be similar to technology in X-COM, and to have it work as a game changer. The game world starts in a state where magic hasn’t been available for centuries, so most of the arcane knowledge has been lost, and many people believe that magic exists only in tales. Mastery of magic is what allows the player to turn his warriors into Zodiac champions, but he needs to recover the knowledge and the artifacts allowing him to do so. Therefore magic will become more prominent as the game goes on, and will serve for both empowering warriors and letting wizards channel its raw energy.

The Zodiac is the source of the Order’s power, so the ‘heroic’ character classes will be tied to the Zodiac signs, with some abilities and spells specific to a single sign, and others to a subset of signs. The four elements are very important in the Zodiac, so they’re also featured in our magic system, with each element being associated with three signs. Characters will also have an “origin” profession, like knight, scout, and archer, as well as ascending and moon signs that will let them acquire abilities from other classes.

Eighth Turn – The Lore and The Story
zodiac_8.png

To me, the game’s aesthetics looks very similar to that of the legendary Games Workshop setting. Yet there isn’t much to go on, so far, concerning the general background lore. The visual style certainly has that grimdark look to it. How brutal are you planning to make the rest of the game’s world? Are you going to move in a more Tolkien-like direction? Or maybe something with a more Lovecraftian, weird horror, feel to it? Could you talk a bit about the general lore?

Also – Is there going to be some main quest line to guide the players across the realm – or is it going to be more of an open world style exploration?

Alexandre:

In the world of Zodiac Legion, magic ebbs and flows in cycles, depending on stellar conjunctions. The last cycle saw a terrible war between the Empire and its Zodiac Legion and the League of Aegidia. The Emperor and the Zodiac champions sacrificed themselves to overpower the minds of other magic users in the world and accelerate the end of the age of magic, as peace could not have been achieved otherwise. However, some of the League’s high sorcerers managed to avoid obliteration by striking a pact with otherworldly protectors, and so they entered a state of slumber that allowed them to hibernate through the magical apocalypse.

The end of the age of magic gave way to the collapse of the Empire and left many arcane sites unreachable, as the teleporters that led to them became inactive. The Zodiac Order tried to safeguard the knowledge of magic, but its resources dwindled quickly, and its influence shrunk over the centuries.

The main antagonists in the world of Zodiac Legion are other humans, who see the Zodiac Order as an existential threat and who want to secure all magic power exclusively for themselves. It’s a world thrown into turmoil by the reawakening of magic, with many of those in power considering it a threat to their position, while others view it as an opportunity for increasing their might. But magic in itself is far from the cosmic horrors of Lovecraft or the abominations of chaos.

The overland map will feature some exploration, but more in the vein of 4X games than what you’d find in a regular RPG. For example, you will discover access points to hidden places of power over time as your astrologers scramble to interpret the messages of the stars needed to locate them. In general, the game structure will be close to X-COM, where you need to find a way to bring the fight to your opponents and defeat them once and for all, but you’re free to choose the course of action leading there.

Ninth Turn – The Code
Clearly, a ton of effort went into crafting this game, in terms of the style and the gameplay. Yet, I did run into a number of performance and settings issues – enough so that the game became very difficult to play, at times. I was also surprised to see that the game uses Moai – certainly an interesting engine, yet not as well known as some other ones. From what I understand, it’s mostly used for mobile games, too.

As a programmer and a developer myself, I’m very curious – why did you choose this particular software? What advantages does it offer over the others? Are there any issues with optimization you are currently working on?

Alexandre:

Moai started out as a portable engine that could target different platforms with minimal changes. When I started working on the game, I thought it would be better to keep the option for tablet ports open. Still, it’s not really true that it was used mostly for mobile games: for instance, Broken Age, Invisible, Inc. and Eastward have all been made with Moai. It’s not very popular these days, but what led me to choose it was its open source nature. It means I can patch any issue myself without submitting a ticket and waiting for someone else to do it.

I started prototyping with Python, but distributing a game made in Python seemed much less convenient than using a C++ engine with Lua binding. I was reluctant to learn a new language at first, but Lua is really one I like to work with.

As for optimization, I’m currently working on threading the calculations, so that they don’t interfere with input and display anymore, as the pathfinding and LoS calculations can take quite some time.

Tenth Turn – Conclusion
zodiac_4-2.png

Thank you for answering all these questions! The game looks really promising – there’s a great depth to its gameplay and its mechanics. Clearly, a lot of effort went into making it look professional, yet without losing its unique atmosphere and visual style.

So, in conclusion, is there anything in particular you want to tell the audience about your work? If there’s one thing you want the community to know about your project – what is it?

Alexandre:

We want everyone to know that it’s possible to have a game utilizing classic and modern design principles without compromising on the aspects important to both. That is to say, our aim is to draw inspiration from the vintage games we love without engaging in cargo cult or producing something derivative, and to stay true to the “old-school” vision while taking into account the decades of valuable experience in game and interface design, particularly when it comes to proven gameplay solutions and convenience. By combining the best, timeless parts of the old and the new, it’s not only that we believe that Zodiac Legion will turn out to be a good game, but we also hope that it will establish a lasting legacy for itself.

Finally, thank you for your thoughtful questions and your interest in Zodiac Legion. We’re always happy to talk about our game.

Goodbye!
Thank you, to the audience also, for reading this interview and for your continuous support of TBL’s great quest. I hope it was interesting and that you liked the questions! Goodbye!
Yes; that's me (with some word wizardry by our lore master). Thank you for the repost!
I would like to formally register my mild disappointment with the emphasis you give to magic. The reason I'm mildly disappointed as opposed to thoroughly vexed is solely because I hope the opponents are full of casterfags that can be shown the error of their ways.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom