Szioul
Arcane
Seems interesting.
• Engaging and intricately branching storyline with difficult decisions and long-term consequences.
• A gallery of unique expedition members who chime in during events & conversations and react to your decisions - pay attention to their morale or you may have to deal with mutiny!
• Random events that throw you into danger, present unexpected opportunities, and build relationships with the members of your expedition.
• High replayability - dynamic endings reflect decisions you've made throughout the story, how much gold you bring with you back to Spain, and how many expedition members you've lost (or gained!) along the way.
• Detailed and tactical combat - make use of flanking, traps & barricades, attacks of opportunity, interrupts, cover & concealment, character abilities, and more.
• Character management - unlock special abilities by promoting your expedition members, assign equipment to your troops, and treat injured or sick characters with a triage system.
• Dynamic trading system - barter with different merchants and buy & sell resources based on local market conditions.
• Campaign maps based on actual topological maps of the Dominican Republic and Mexico.
Basic goal - $70,000
Two full campaigns
100 random events
10 character classes
8 weapons (sword, macuahuitl, halberd, huitzauhqui, knife, arquebus, bow, blow pipe)
3 abilities per character class
2 special officer abilities
5 player abilities
16 unique items
Male and female character models
Stretch goal 1 - $100,000
Character ability trees (6-9 abilities per character class)
Greater visual variation in the character models
Stretch goal 2 - $160,000
A third full campaign set in the Inca Empire
50 extra random events
2 extra character classes
8 extra unique items
New Incan character models
I don't see how that engine can produce combat which captures the flavor of the awesome battles that took place during the conquest of Mexico.
It doesn't look like it can handle any authentic tactics, or making the conquistadors hugely outnumbered.
I'll make a point of itfinally I too have to urge Avonaeon to at least try out Jagged Alliance 2 for a day, if only to see what your game will be inevitably compared to and to steal good design ideas that aren't already in your game
Avonaeon, from what I gathered in the videos, you'll have to manage food, morale and some random events like in King of Dragon Pass, but there's also exploration (more complex than in KoDP, I hope) and the combat seems to be "staged", like in Final Fantasy Tactics, Disgaea and the likes, not a "fight as you go" gameplay like in JA2... how the game campaign actually flows?
I can't help but feel there should be more kinds of items though
I wonder what engine is powering it?
Is a Linux version feasible?
We're using Unity
We appreciate your supportBacked this puppy. Although as an descendant of the losing side, I would like to see the game played from the perspective of the aztecs/arawak.
So far, the items we have planned are active items that have specific uses in combat, such as traps, barricades, cannons, unique weapons etc. We've talked about adding some more passive items, but right it's a case of "Wait and see". Personally, I hope we can find the time to add more items, but we'll have to see
Are you on a hard deadline for any reason? I think that I'm not alone in having the opinion that a somewhat delayed but a more polished game would be vastly preferrable to a rushed and less complete product.
What the fuck?I'm not expecting a demo, in fact I advise not to release one
Yeah I do not like this either, feels a little like paid dlc. Paying to have a quest or an npc written into the game that all players will see is cool. Unique game additions exclusive to the people who pay more is annoying.Also, you guys should really give up on the concept of "Kickstarter-only Companion"... make those rewards for all players, like Shadowrun did.
The sad truth is that this ends up having a negative effect, because when some feature is missing or broken then some dumbass goes spamming everywhere the game sucks not realizing the released application is still a WIP.What the fuck?I'm not expecting a demo, in fact I advise not to release one
Sounds like a beta not a demo. Demos can be released at the same time as the game if necessary, just a short preview of what you're considering buying. I like them, most would just pirate to test it anyway, at least this way it is a smaller download.The sad truth is that this ends up having a negative effect, because when some feature is missing or broken then some dumbass goes spamming everywhere the game sucks not realizing the released application is still a WIP.What the fuck?I'm not expecting a demo, in fact I advise not to release one
...seeing a proper gameplay video with commentary in a let's play type of thing would be great. The purpose of the comments would be for things like this "ok so if we took option C then we would ....., but let's take option A and see what happens instead."
Basically I want to see those game features in motion or (for those not implemented yet) and they would play out.
Looked decent until I saw the abundance of female soldiers. Even the charming racist trait cannot absolve the heresy of unwarranted gender equality.
Looked decent until I saw the abundance of female soldiers. Even the charming racist trait cannot absolve the heresy of unwarranted gender equality.
Why haven't we heard about you before?
This setting is really really not my thing. But I'm curious on how factual you will remain to historical facts.
I always wanted to make a game a lot like this, but from the perspective of the French. You would have helped Samuel de Champlain with mysterious events occurring about the city of Quebec, and it would have involved the natives along with fantasy.
I'm not expecting a demo, in fact I advise not to release one, but seeing a proper gameplay video with commentary in a let's play type of thing would be great.