Cleveland Mark Blakemore
Golden Era Games


Really stuck into it for the past two weeks, coming along good. Spent quite a bit of time working on the world map and unlocking of the various campaigns.
Play is similar to Elminage Gothic, great combat with fantastic bevy of post-apocalyptic creatures and combatants.
Each campaign unlocks the one that follows it for a total of five, I expect around 60 hours of play altogether.
Each campaign has an RPG manual cover designed to look like a supplement, once completed you can go back into each campaign even after finishing it.
I expect in updates to contribute more areas and unlockable adventures that will appear as new locations on the world map. The first campaign is finished and working, will put up some screen shots shortly.
The first campaign's working title at present is "A MATTER OF TIME." All five campaigns are extremely different and involve very interesting plots and subplots set in the Gamma Zone world.
I gave up on the Wizardry-style format of portraits left and right and put them all along the bottom now, no more than four. It works out well in terms of screen space and leaves plenty of room for everything else.
P.S. Was experimenting with making the blobber environment look like a found footage archiving function with video scanlines and recording messages plus time, etc. Not sure but I think it could really work well. Still tinkering with it.
P.P.S. Long since got rid of those super cartoony graphics I had in the original screenshots, now replaced with a much higher standard of artwork. Still looks like graphic comic artwork, just of a much higher quality. You can see the item icon samples here I am working with now ... https://assetstore.unity.com/packages/2d/gui/icons/survival-icons-megapack-238993 ... using all the portraits from the same author for 36 male, 36 female with a few added portraits from other asset packs I own.
P.P.P.S. Using the FUDGE system with attributes max 10 instead of 7 and it's working really good in combats. It combines well with nearly every effect to produce good combat math.
P.P.P.P.S. I actually have the first campaign and the trainer dungeon working, which I use to debug a lot of the items, abilities and combats by just jumping straight into it every game. The trainer dungeon is pretty good and I was thinking of releasing this version for free on the Steam page, with the five campaigns available in the paid edition. The trainer dungeon got so good I kept adding stuff to it to make sure the players go up a couple levels and have learned everything they need to know to progress by the time they finish it.
P.P.P.P.P.S. Weapon, Armor and item upgrades are working from upgrade workbenches which have little robotic arms at work when activated. They have a chit system that is similar to the one you see in RESIDENT EVIL : REVELATIONS TWO if you have played that.
Play is similar to Elminage Gothic, great combat with fantastic bevy of post-apocalyptic creatures and combatants.
Each campaign unlocks the one that follows it for a total of five, I expect around 60 hours of play altogether.
Each campaign has an RPG manual cover designed to look like a supplement, once completed you can go back into each campaign even after finishing it.
I expect in updates to contribute more areas and unlockable adventures that will appear as new locations on the world map. The first campaign is finished and working, will put up some screen shots shortly.
The first campaign's working title at present is "A MATTER OF TIME." All five campaigns are extremely different and involve very interesting plots and subplots set in the Gamma Zone world.
I gave up on the Wizardry-style format of portraits left and right and put them all along the bottom now, no more than four. It works out well in terms of screen space and leaves plenty of room for everything else.
P.S. Was experimenting with making the blobber environment look like a found footage archiving function with video scanlines and recording messages plus time, etc. Not sure but I think it could really work well. Still tinkering with it.
P.P.S. Long since got rid of those super cartoony graphics I had in the original screenshots, now replaced with a much higher standard of artwork. Still looks like graphic comic artwork, just of a much higher quality. You can see the item icon samples here I am working with now ... https://assetstore.unity.com/packages/2d/gui/icons/survival-icons-megapack-238993 ... using all the portraits from the same author for 36 male, 36 female with a few added portraits from other asset packs I own.
P.P.P.S. Using the FUDGE system with attributes max 10 instead of 7 and it's working really good in combats. It combines well with nearly every effect to produce good combat math.
P.P.P.P.S. I actually have the first campaign and the trainer dungeon working, which I use to debug a lot of the items, abilities and combats by just jumping straight into it every game. The trainer dungeon is pretty good and I was thinking of releasing this version for free on the Steam page, with the five campaigns available in the paid edition. The trainer dungeon got so good I kept adding stuff to it to make sure the players go up a couple levels and have learned everything they need to know to progress by the time they finish it.
P.P.P.P.P.S. Weapon, Armor and item upgrades are working from upgrade workbenches which have little robotic arms at work when activated. They have a chit system that is similar to the one you see in RESIDENT EVIL : REVELATIONS TWO if you have played that.
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