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Indie Lair Of The Leviathan - old school turn-based RPG based on classics such as Baldurs Gate 1 and 2, Phantasie, Ultima and the SSI Goldbox games.

Ladonna

Arcane
Joined
Aug 27, 2006
Messages
11,501
That is a lot of names dropped.

Looks like Phantasie/JRPG fighting system.

Menu towns

Overland travel map

I can't see anything Gold Box or Baldur's Gate there though.
some of the art looks gold box for sure

Art isn't a huge deal for me. How the game plays is what matters.
 
Joined
Jul 8, 2006
Messages
3,080
That is a lot of names dropped.

Looks like Phantasie/JRPG fighting system.

Menu towns

Overland travel map

I can't see anything Gold Box or Baldur's Gate there though.
some of the art looks gold box for sure

Art isn't a huge deal for me. How the game plays is what matters.
have you read some of the latest entries on steam? They actually sound good IMO. For instance, regarding enemy variety including total variety and also within species (different types of goblins or whatever)- also unique named leaders or well known beasts who carry extra bounties and unique named magic items. He also mentioned the party will be made up of a combination of up to 4 characters of you can make from scratch at the start of the game and then you can meet another 4 that have been pre-created and have their own back story, interactions whatever (I think it said up to 4 more). Plus the discussion about difficulty and lack of direction arrows pointing you to the next quest at all times. It honestly sounds promising.

The worst part is it will probably come out in 2027......but be EARLY ACCESS, then stay in EARLY ACCESS for another 6-8 years and I will die before ever even playing it.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,584
Bg1 and 2 was pixel art too bruv
are you dumber than you look? do you have cerebral palsy? you are just pretending to be retarded, right?
compare this soulless phone game

ss_c95f712820a5cc051bfb55bc816aa3aae5cfbefc.jpg


with baulders

baldur_s_gate_retro_1.jpg.jpg
You're right, it's unfair to compare decent pixel art (for a phone game) with Bioware's muddy graphics. :M
 

Ladonna

Arcane
Joined
Aug 27, 2006
Messages
11,501
That is a lot of names dropped.

Looks like Phantasie/JRPG fighting system.

Menu towns

Overland travel map

I can't see anything Gold Box or Baldur's Gate there though.
some of the art looks gold box for sure

Art isn't a huge deal for me. How the game plays is what matters.
have you read some of the latest entries on steam? They actually sound good IMO. For instance, regarding enemy variety including total variety and also within species (different types of goblins or whatever)- also unique named leaders or well known beasts who carry extra bounties and unique named magic items. He also mentioned the party will be made up of a combination of up to 4 characters of you can make from scratch at the start of the game and then you can meet another 4 that have been pre-created and have their own back story, interactions whatever (I think it said up to 4 more). Plus the discussion about difficulty and lack of direction arrows pointing you to the next quest at all times. It honestly sounds promising.

The worst part is it will probably come out in 2027......but be EARLY ACCESS, then stay in EARLY ACCESS for another 6-8 years and I will die before ever even playing it.

I'm still keeping my eye on it. I had largely written off Skald prior to its release, but after seeing a few codexers I trusted play it after release really enjoying it, and checking out a couple of videos, I bought it and enjoyed it a lot. I'm just not seeing anything about this game, at present, that really makes me want to stay plugged in to its development, because as you say, it has a very long lead time. We'll see how it shapes up.
 

Spike

Learned
Joined
Apr 6, 2023
Messages
1,122
I do not think this is phone-tier at all, that was totally unfair. Annoyed with general pixel trends, but this one looks good.
 

Maxie

Wholesome Chungus
Patron
Glory to Ukraine
Joined
Nov 13, 2021
Messages
8,537
Location
Grantham, UK

Whiskeybarrel

Whiskeybarrel Studios
Developer
Joined
Dec 4, 2024
Messages
10
Hey guys! I'm Oliver Joyce from Whiskeybarrel Studios - I'm the co-developer of Lair of the Leviathan. Really cool to see a current thread talking about the game, I only just discovered it.

I wanted to clear up a few things about the project. Firstly, it's definitely not a JRPG, though the early imagery might make you think it is. The gameplay videos you see are from David's early prototype (made in Construct) and there's been lots of iterations. The version I'm working on now is in an entirely different engine entirely ( Godot ), and none of that is reflected in the trailers yet. David faked some of the combat with animations for illustrative purposes, and there's some placeholder art still there.

The plan is to get a demo up sometime next year and release the full game in three years. No early access, just the game, all its content. We'd like to use feedback from the demo in conjunction with private beta tests and so on, to get feedback, rather than keeping the game in Early Access for years and years. Now I know there are some developers out there who promise the world and miss their deadlines by years and years and years , but I do have a proven track record. I have 10 games on Steam right now, at the rate of roughly one a year - and I have a family to feed, so I'm good at shipping games, rest assured!

Neither David or I are massive fans of JRPGs and their endless dialog - though there'll be conversations amongst party members and NPCs etc, we want to keep it brief and let players get on with things without a hundred clicks. You'll be able to create a party of your own custom heroes or have up to 4 premade heroes join you along the way.

The main thing I wanted to clear up was that combat will be pretty close to Gold Box - like what you see in Pools of Radiance, except I am thinking of moving it to a hex grid for more strategic variety. Heroes can move around the grid, they won't just tween to the enemy, hit and tween back - this will definitely not be JPRG combat! Movement, area of effect spells, positioning, all that stuff will matter. I loved Gold box growing up and I'm yet to really see a game that recaptures that, so that's kind of what we're aiming for - except the plan is to remove the 3D maps because they were confusing as hell. We're electing to go top down for the overworld and exteriors, with a bit of debate right now around top down v side on for interiors.

I think there's been a bit of confusion around the Baldur's Gate claims. I get where David is coming from, he wants to recreate Baldur's Gate 2's more open world nature, in that you can go to a bunch of different maps at any time and its not so linear, and of course having a bunch of interesting party members with their own personalities and dialogues etc. That is *probably* where the Baldur's Gate comparisons end because clearly you can see the game doesn't really resemble BG at all. Perhaps if it had been made in the 90s, though even gameplay wise we're focusing more on exploration and combat rather than deep branching dialogue and thousands of items to pick up and interact with.

So, I've been on the project since roughly August. David (from Nostalgic Realms) was working on it solo for the best part of a year before I joined the project. The whole thing came about when I saw him posting about the game on Reddit and I was really taken with the art style and his vision to make a game in the style of the 90s era RPGs. I've been making small games for a few decades, I'm best known for a gladiator game series called Swords and Sandals which blew up in the Flash era. I still make sequels and spinoffs today - they've got enough of a following that I'm able to do this fulltime as an indie dev.

Anyway, David and I got talking - turns out he followed me on Twitter and was a fan of my games. We have a lot in common, we're both Australian , though David lives in Japan. We both have 2 kids 6 and under, both in our 40s, both huge fans of the 90s RPGs - he's even well versed on the obscure flawed classic Knights of Legend. David is a really skilled pixel artist but this is his first game, and as we talked we realised the scope of what he wanted to achieve was possibly beyond his experience and skill level as a coder. I'd been toying with the idea of building a big RPG for many years, and with my last game S&S Immortals selling pretty well, now was the time. I offered to come on board as co-designer and programmer of the game, so David could focus on the art, aesthetic and world of the game itself. A month of chatting and working out ideas, turns out we're on the same page about the game we want to make, so we elected to team up and forge this thing together!

I'm five months into the project right now ( coding the game using Godot 4 , which I'm really comfortable using ) and most of this time has been spent building a robust in-game editor inside the game itself so we can both work on the game simultaneously without a need for David to dive into the code. I've got a fully working character creator, encounter, dialogue, map editor, pathfinding and so on. Currently I'm just starting on the Item creator and then I'll turn my hand to combat. The editor is a lot of work, but I've talked a few times with my friend Anders Laurissen (of Skald fame) and his biggest takeaway from the 5 years of building Skald was to take your time on building solid in-game editor tools. Anders was a few years into Skald before he realised he needed to improve the toolset, and once he did, his productivity exploded. So, taking a cue from that, all my efforts now are in building the game engine and the editor for at least the next three months or more.

Nothing's been done on the plot, story, characters or anything like that but David has done a ton of spritework , many monsters, character archetypes , exterior and exterior locations and so on, so once the tools are in place we'll be able to start putting together a demo. The plan for this is to have it out some time in 2025. It'll just be a small vertical slice of the game, perhaps half an hour of gameplay to give you a taste of the rest of the game.

Going forward, I'll aim to post here regularly with updates and I'll try to be available to answer any questions you have on the development of the game - fire away and once again, thanks for interest in Lair!

Cheers, Oli
 

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,341
The main thing I wanted to clear up was that combat will be pretty close to Gold Box - like what you see in Pools of Radiance, except I am thinking of moving it to a hex grid for more strategic variety. Heroes can move around the grid, they won't just tween to the enemy, hit and tween back - this will definitely not be JPRG combat! Movement, area of effect spells, positioning, all that stuff will matter. I loved Gold box growing up and I'm yet to really see a game that recaptures that, so that's kind of what we're aiming for - except the plan is to remove the 3D maps because they were confusing as hell. We're electing to go top down for the overworld and exteriors, with a bit of debate right now around top down v side on for interiors.

I think there's been a bit of confusion around the Baldur's Gate claims. I get where David is coming from, he wants to recreate Baldur's Gate 2's more open world nature, in that you can go to a bunch of different maps at any time and its not so linear, and of course having a bunch of interesting party members with their own personalities and dialogues etc. That is *probably* where the Baldur's Gate comparisons end because clearly you can see the game doesn't really resemble BG at all. Perhaps if it had been made in the 90s, though even gameplay wise we're focusing more on exploration and combat rather than deep branching dialogue and thousands of items to pick up and interact with.
I like what I'm hearing
 

Spike

Learned
Joined
Apr 6, 2023
Messages
1,122
Hey guys! I'm Oliver Joyce from Whiskeybarrel Studios - I'm the co-developer of Lair of the Leviathan. Really cool to see a current thread talking about the game, I only just discovered it.

I wanted to clear up a few things about the project. Firstly, it's definitely not a JRPG, though the early imagery might make you think it is. The gameplay videos you see are from David's early prototype (made in Construct) and there's been lots of iterations. The version I'm working on now is in an entirely different engine entirely ( Godot ), and none of that is reflected in the trailers yet. David faked some of the combat with animations for illustrative purposes, and there's some placeholder art still there.

The plan is to get a demo up sometime next year and release the full game in three years. No early access, just the game, all its content. We'd like to use feedback from the demo in conjunction with private beta tests and so on, to get feedback, rather than keeping the game in Early Access for years and years. Now I know there are some developers out there who promise the world and miss their deadlines by years and years and years , but I do have a proven track record. I have 10 games on Steam right now, at the rate of roughly one a year - and I have a family to feed, so I'm good at shipping games, rest assured!

Neither David or I are massive fans of JRPGs and their endless dialog - though there'll be conversations amongst party members and NPCs etc, we want to keep it brief and let players get on with things without a hundred clicks. You'll be able to create a party of your own custom heroes or have up to 4 premade heroes join you along the way.

The main thing I wanted to clear up was that combat will be pretty close to Gold Box - like what you see in Pools of Radiance, except I am thinking of moving it to a hex grid for more strategic variety. Heroes can move around the grid, they won't just tween to the enemy, hit and tween back - this will definitely not be JPRG combat! Movement, area of effect spells, positioning, all that stuff will matter. I loved Gold box growing up and I'm yet to really see a game that recaptures that, so that's kind of what we're aiming for - except the plan is to remove the 3D maps because they were confusing as hell. We're electing to go top down for the overworld and exteriors, with a bit of debate right now around top down v side on for interiors.

I think there's been a bit of confusion around the Baldur's Gate claims. I get where David is coming from, he wants to recreate Baldur's Gate 2's more open world nature, in that you can go to a bunch of different maps at any time and its not so linear, and of course having a bunch of interesting party members with their own personalities and dialogues etc. That is *probably* where the Baldur's Gate comparisons end because clearly you can see the game doesn't really resemble BG at all. Perhaps if it had been made in the 90s, though even gameplay wise we're focusing more on exploration and combat rather than deep branching dialogue and thousands of items to pick up and interact with.

So, I've been on the project since roughly August. David (from Nostalgic Realms) was working on it solo for the best part of a year before I joined the project. The whole thing came about when I saw him posting about the game on Reddit and I was really taken with the art style and his vision to make a game in the style of the 90s era RPGs. I've been making small games for a few decades, I'm best known for a gladiator game series called Swords and Sandals which blew up in the Flash era. I still make sequels and spinoffs today - they've got enough of a following that I'm able to do this fulltime as an indie dev.

Anyway, David and I got talking - turns out he followed me on Twitter and was a fan of my games. We have a lot in common, we're both Australian , though David lives in Japan. We both have 2 kids 6 and under, both in our 40s, both huge fans of the 90s RPGs - he's even well versed on the obscure flawed classic Knights of Legend. David is a really skilled pixel artist but this is his first game, and as we talked we realised the scope of what he wanted to achieve was possibly beyond his experience and skill level as a coder. I'd been toying with the idea of building a big RPG for many years, and with my last game S&S Immortals selling pretty well, now was the time. I offered to come on board as co-designer and programmer of the game, so David could focus on the art, aesthetic and world of the game itself. A month of chatting and working out ideas, turns out we're on the same page about the game we want to make, so we elected to team up and forge this thing together!

I'm five months into the project right now ( coding the game using Godot 4 , which I'm really comfortable using ) and most of this time has been spent building a robust in-game editor inside the game itself so we can both work on the game simultaneously without a need for David to dive into the code. I've got a fully working character creator, encounter, dialogue, map editor, pathfinding and so on. Currently I'm just starting on the Item creator and then I'll turn my hand to combat. The editor is a lot of work, but I've talked a few times with my friend Anders Laurissen (of Skald fame) and his biggest takeaway from the 5 years of building Skald was to take your time on building solid in-game editor tools. Anders was a few years into Skald before he realised he needed to improve the toolset, and once he did, his productivity exploded. So, taking a cue from that, all my efforts now are in building the game engine and the editor for at least the next three months or more.

Nothing's been done on the plot, story, characters or anything like that but David has done a ton of spritework , many monsters, character archetypes , exterior and exterior locations and so on, so once the tools are in place we'll be able to start putting together a demo. The plan for this is to have it out some time in 2025. It'll just be a small vertical slice of the game, perhaps half an hour of gameplay to give you a taste of the rest of the game.

Going forward, I'll aim to post here regularly with updates and I'll try to be available to answer any questions you have on the development of the game - fire away and once again, thanks for interest in Lair!

Cheers, Oli
Nice. Kinodump. Will monitor. Cheers! :shittydog:
 

Ladonna

Arcane
Joined
Aug 27, 2006
Messages
11,501
Nice. This sounds very promising now.

Looking forward to the demo.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,351
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
Hey guys! I'm Oliver Joyce from Whiskeybarrel Studios - I'm the co-developer of Lair of the Leviathan. Really cool to see a current thread talking about the game, I only just discovered it.

I wanted to clear up a few things about the project. Firstly, it's definitely not a JRPG, though the early imagery might make you think it is. The gameplay videos you see are from David's early prototype (made in Construct) and there's been lots of iterations. The version I'm working on now is in an entirely different engine entirely ( Godot ), and none of that is reflected in the trailers yet. David faked some of the combat with animations for illustrative purposes, and there's some placeholder art still there.

The plan is to get a demo up sometime next year and release the full game in three years. No early access, just the game, all its content. We'd like to use feedback from the demo in conjunction with private beta tests and so on, to get feedback, rather than keeping the game in Early Access for years and years. Now I know there are some developers out there who promise the world and miss their deadlines by years and years and years , but I do have a proven track record. I have 10 games on Steam right now, at the rate of roughly one a year - and I have a family to feed, so I'm good at shipping games, rest assured!

Neither David or I are massive fans of JRPGs and their endless dialog - though there'll be conversations amongst party members and NPCs etc, we want to keep it brief and let players get on with things without a hundred clicks. You'll be able to create a party of your own custom heroes or have up to 4 premade heroes join you along the way.

The main thing I wanted to clear up was that combat will be pretty close to Gold Box - like what you see in Pools of Radiance, except I am thinking of moving it to a hex grid for more strategic variety. Heroes can move around the grid, they won't just tween to the enemy, hit and tween back - this will definitely not be JPRG combat! Movement, area of effect spells, positioning, all that stuff will matter. I loved Gold box growing up and I'm yet to really see a game that recaptures that, so that's kind of what we're aiming for - except the plan is to remove the 3D maps because they were confusing as hell. We're electing to go top down for the overworld and exteriors, with a bit of debate right now around top down v side on for interiors.

I think there's been a bit of confusion around the Baldur's Gate claims. I get where David is coming from, he wants to recreate Baldur's Gate 2's more open world nature, in that you can go to a bunch of different maps at any time and its not so linear, and of course having a bunch of interesting party members with their own personalities and dialogues etc. That is *probably* where the Baldur's Gate comparisons end because clearly you can see the game doesn't really resemble BG at all. Perhaps if it had been made in the 90s, though even gameplay wise we're focusing more on exploration and combat rather than deep branching dialogue and thousands of items to pick up and interact with.

So, I've been on the project since roughly August. David (from Nostalgic Realms) was working on it solo for the best part of a year before I joined the project. The whole thing came about when I saw him posting about the game on Reddit and I was really taken with the art style and his vision to make a game in the style of the 90s era RPGs. I've been making small games for a few decades, I'm best known for a gladiator game series called Swords and Sandals which blew up in the Flash era. I still make sequels and spinoffs today - they've got enough of a following that I'm able to do this fulltime as an indie dev.

Anyway, David and I got talking - turns out he followed me on Twitter and was a fan of my games. We have a lot in common, we're both Australian , though David lives in Japan. We both have 2 kids 6 and under, both in our 40s, both huge fans of the 90s RPGs - he's even well versed on the obscure flawed classic Knights of Legend. David is a really skilled pixel artist but this is his first game, and as we talked we realised the scope of what he wanted to achieve was possibly beyond his experience and skill level as a coder. I'd been toying with the idea of building a big RPG for many years, and with my last game S&S Immortals selling pretty well, now was the time. I offered to come on board as co-designer and programmer of the game, so David could focus on the art, aesthetic and world of the game itself. A month of chatting and working out ideas, turns out we're on the same page about the game we want to make, so we elected to team up and forge this thing together!

I'm five months into the project right now ( coding the game using Godot 4 , which I'm really comfortable using ) and most of this time has been spent building a robust in-game editor inside the game itself so we can both work on the game simultaneously without a need for David to dive into the code. I've got a fully working character creator, encounter, dialogue, map editor, pathfinding and so on. Currently I'm just starting on the Item creator and then I'll turn my hand to combat. The editor is a lot of work, but I've talked a few times with my friend Anders Laurissen (of Skald fame) and his biggest takeaway from the 5 years of building Skald was to take your time on building solid in-game editor tools. Anders was a few years into Skald before he realised he needed to improve the toolset, and once he did, his productivity exploded. So, taking a cue from that, all my efforts now are in building the game engine and the editor for at least the next three months or more.

Nothing's been done on the plot, story, characters or anything like that but David has done a ton of spritework , many monsters, character archetypes , exterior and exterior locations and so on, so once the tools are in place we'll be able to start putting together a demo. The plan for this is to have it out some time in 2025. It'll just be a small vertical slice of the game, perhaps half an hour of gameplay to give you a taste of the rest of the game.

Going forward, I'll aim to post here regularly with updates and I'll try to be available to answer any questions you have on the development of the game - fire away and once again, thanks for interest in Lair!

Cheers, Oli
That's all nice and good but when are you adding barbarians?
 

Sweeper

Arcane
Shitposter
Joined
Jul 28, 2018
Messages
4,269
I had largely written off Skald prior to its release

Oh man. Some people take "the art style has changed too many times, this gives me bad vibes" blackpill posting too seriously.
It's the codex, we have people meltdown because there are pronouns during character creation
Don't forget body type A, body type B.
I see that shit in character creation and I immediately uninstall.
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,930
Location
Ingrija
I wanted to clear up a few things about the project. Firstly, it's definitely not a JRPG, though the early imagery might make you think it is. The gameplay videos you see are from David's early prototype (made in Construct) and there's been lots of iterations. The version I'm working on now is in an entirely different engine entirely ( Godot ), and none of that is reflected in the trailers yet. David faked some of the combat with animations for illustrative purposes, and there's some placeholder art still there.

The main thing I wanted to clear up was that combat will be pretty close to Gold Box - like what you see in Pools of Radiance, except I am thinking of moving it to a hex grid for more strategic variety. Heroes can move around the grid, they won't just tween to the enemy, hit and tween back - this will definitely not be JPRG combat! Movement, area of effect spells, positioning, all that stuff will matter. I loved Gold box growing up and I'm yet to really see a game that recaptures that, so that's kind of what we're aiming for

That's refreshing to hear. Would be downright insulting if you went from this:


to this:


ed: not impressed by what I see on steam atm. If that's the current combat, it's only marginally better than jrpg crap. A 4x10 field fitting on a single screen with no environment obstacles? The first thing that comes to mind when we talk of Goldbox and similar games (Natuk, Disciples of Steel etc) is BIG battlefields with plenty of obstacles to strategize around (reflecting actual dungeon layout) and mobs of enemies large enough to justify all kinds of AoE effects, from fireballs blasting an entire platoon of enemies to blade barriers blocking a doorway. This? This is an equivalent of a brawl in an empty 2x5 yards corridor. What's even the point of positioning then?
 
Last edited:

Hydro

Educated
Joined
Mar 30, 2024
Messages
696
One can emulate art, but not soul. Seemingly another cargo cult wearing familiar clothes. I must admit though the artworks look great. Combat on the other hand looks a bit uninspiring to put it mildly.
 

Whiskeybarrel

Whiskeybarrel Studios
Developer
Joined
Dec 4, 2024
Messages
10
I wanted to clear up a few things about the project. Firstly, it's definitely not a JRPG, though the early imagery might make you think it is. The gameplay videos you see are from David's early prototype (made in Construct) and there's been lots of iterations. The version I'm working on now is in an entirely different engine entirely ( Godot ), and none of that is reflected in the trailers yet. David faked some of the combat with animations for illustrative purposes, and there's some placeholder art still there.

The main thing I wanted to clear up was that combat will be pretty close to Gold Box - like what you see in Pools of Radiance, except I am thinking of moving it to a hex grid for more strategic variety. Heroes can move around the grid, they won't just tween to the enemy, hit and tween back - this will definitely not be JPRG combat! Movement, area of effect spells, positioning, all that stuff will matter. I loved Gold box growing up and I'm yet to really see a game that recaptures that, so that's kind of what we're aiming for

That's refreshing to hear. Would be downright insulting if you went from this:


to this:


ed: not impressed by what I see on steam atm. If that's the current combat, it's only marginally better than jrpg crap. A 4x10 field fitting on a single screen with no environment obstacles? The first thing that comes to mind when we talk of Goldbox and similar games (Natuk, Disciples of Steel etc) is BIG battlefields with plenty of obstacles to strategize around (reflecting actual dungeon layout) and mobs of enemies large enough to justify all kinds of AoE effects, from fireballs blasting an entire platoon of enemies to blade barriers blocking a doorway. This? This is an equivalent of a brawl in an empty 2x5 yards corridor. What's even the point of positioning then?


Yeah, this was an early animation mockup for a different direction David was possibly taking the game, but I can assure you combat will take place on a (most likely) hex grid ( if not, tile based ), with distance between heroes and enemies. Your characters will move according to their speed etc. Then when you're next to your enemy, you can attack with a melee weapon. Ranged weapons can attack from anywhere of course, and AOE will allow you to target a radius depending on the AOE you're using. Anything in that radius gets hurt. Basically, as close to Gold Box as we can make it. What I loved about Gold Box was turns were pretty fast, even battles with a lot of enemies were relatively smooth because the enemies didn't spend an eternity mucking around like they do in Baldur's Gate 3 ( Mephits, rats, bats, I'm looking at you!)

I'll get David to mock up an animation of this in the next week or two and post it both here and replace it on Steam to clear up some of the confusion!

I'm not yet ready to start on the combat engine, although I have characters/stats etc, I still need to create the 'Powers Editor' (basically 'feats' in Pathfinder etc) which covers everything from walking to lockpicking to standard attacks, fireballs and so on. Once I have all that I can start coding up the hex grid, pathfinding and some basic enemy AI. That'll be the fun stuff for Jan/Feb!
 

Whiskeybarrel

Whiskeybarrel Studios
Developer
Joined
Dec 4, 2024
Messages
10
Nice. This sounds very promising now.

Looking forward to the demo.
Cheers Ladonna - as soon as I saw this thread I thought damn, I need to start posting here to clarify exactly what we're planning for the game and what state it is in. I'm all for 100% transparency from developers, so I'll post here as often as I can with updates from here on in. I'm about 5 months into the coding side of things now, almost everything you see on Steam was David 'simulating' the game, but I'll be able to start showing off more of the real thing in the months ahead.

Hey I recognise your handle name from the classic era of Dragonlance! Head of the Black Robes, awesome character.
 

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