Divinorium
Literate
Hello!
For a some time now i've been working in a party-management game with turn based combat in my free time and i think it already reached a point where it can be shown. So i'm posting it here to gather feedback and maybe support.
At the moment the game is called "An excuse of game" until it take more shape and actually deserve to be called something else.
Also for now i'm using free assets.
HERE IS THE LINK FOR THE GAME. (It's free, there's a link to go past the donation page)
Goal:
Create an experience that more than focusing in a single group you take control of a camp in hostile lands and eventually grow it into a city. You will have to manage a huge number of characters, sending them to gather resources, work in certain places, slain monster or discover new wonders. all that while managing resources and making sure your town doesn't go bankrupt.
Basic mechanics:
Town - The quests should guide you through what each building do.(That's a part i need to test)
Combat - It's inspired by games like Grandia and Child of light. Where the turns are determined by a bar that fills based on the character's speed. Likewise attacking someone moves the bar.
Characters - there's no class in the game any character can learn any skill. No level - the characters strength is determined by their stats, that can be trained, and by his skills. There's no levels
Skills - skills have "attack types" that decide what weapons can use it. EG: Stab has piercing type and can be used with swords and daggers.
every character has access to a set of basic skills and can learn skills based in their stats.
Skills can be trained to raise it's mastery, incresing it's effectiveness.
At the moment there's 8 skills that can be learned based on the characters stats.
For the future:
Town - Building upgrades, Buldings to generate resources, assigning character to "work" on buildings to increase it's efficiency.
Research - not a tech tree, the game will evolve based on "research" in a subject to improve it. found an unknown object? study it to learn and improve it's uses. Like a weapon? research it to discover how to make better ones. Like a skill? study it to unlock bonuses for it.
Characters - Character will have slots to equip gear like weapons, armour, helmets, etc. He will also have a inventory to carry useful potions and even a different weapon to equip mid fight. The character will also have weight stat that will change his effectiveness in battle.
Skills - skills will be able to "evolve" in better versions. Also characters will be able to develop new skills and versions and teach it to others characters.
Misssions- more types of missions like: patrol, resource gathering, etc.
Quests - random generated quests with a wide variety like hunting monsters, delivering items, capturing monsters, creating an special item.
Known issues:
Animations of the hero reduce the size when attacking/taking hits
No animations to the monsters.
So i wanto to know what you guys think of the game, any feedback is welcomed.
I have a twitter, and i'm trying to be more active on it.
Also i have a patreon up, if you like the concept and have the money to spare please consider supporting me.
both links is in the main menu.
Thanks for the attention.
Divinorium
For a some time now i've been working in a party-management game with turn based combat in my free time and i think it already reached a point where it can be shown. So i'm posting it here to gather feedback and maybe support.
At the moment the game is called "An excuse of game" until it take more shape and actually deserve to be called something else.
Also for now i'm using free assets.
HERE IS THE LINK FOR THE GAME. (It's free, there's a link to go past the donation page)
Goal:
Create an experience that more than focusing in a single group you take control of a camp in hostile lands and eventually grow it into a city. You will have to manage a huge number of characters, sending them to gather resources, work in certain places, slain monster or discover new wonders. all that while managing resources and making sure your town doesn't go bankrupt.
Basic mechanics:
Town - The quests should guide you through what each building do.(That's a part i need to test)
Combat - It's inspired by games like Grandia and Child of light. Where the turns are determined by a bar that fills based on the character's speed. Likewise attacking someone moves the bar.
Characters - there's no class in the game any character can learn any skill. No level - the characters strength is determined by their stats, that can be trained, and by his skills. There's no levels
Skills - skills have "attack types" that decide what weapons can use it. EG: Stab has piercing type and can be used with swords and daggers.
every character has access to a set of basic skills and can learn skills based in their stats.
Skills can be trained to raise it's mastery, incresing it's effectiveness.
At the moment there's 8 skills that can be learned based on the characters stats.
For the future:
Town - Building upgrades, Buldings to generate resources, assigning character to "work" on buildings to increase it's efficiency.
Research - not a tech tree, the game will evolve based on "research" in a subject to improve it. found an unknown object? study it to learn and improve it's uses. Like a weapon? research it to discover how to make better ones. Like a skill? study it to unlock bonuses for it.
Characters - Character will have slots to equip gear like weapons, armour, helmets, etc. He will also have a inventory to carry useful potions and even a different weapon to equip mid fight. The character will also have weight stat that will change his effectiveness in battle.
Skills - skills will be able to "evolve" in better versions. Also characters will be able to develop new skills and versions and teach it to others characters.
Misssions- more types of missions like: patrol, resource gathering, etc.
Quests - random generated quests with a wide variety like hunting monsters, delivering items, capturing monsters, creating an special item.
Known issues:
Animations of the hero reduce the size when attacking/taking hits
No animations to the monsters.
So i wanto to know what you guys think of the game, any feedback is welcomed.
I have a twitter, and i'm trying to be more active on it.
Also i have a patreon up, if you like the concept and have the money to spare please consider supporting me.
both links is in the main menu.
Thanks for the attention.
Divinorium