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KickStarter The Iron Oath - turn-based strategy RPG with awesome pixel art

anvi

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Oct 12, 2016
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Kelethin
Zzz, show me the money.
 

Urthor

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Mar 22, 2015
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1,879
Pillars of Eternity 2: Deadfire
The art is really, really familiar with Duelyst's. I wonder if they have the same devs
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
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Jul 19, 2017
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SERPGIA
Darkest Dungeon done right in world simulation on CK2 level and we'll get Battle Pixel Brothers we've never got!

At least that's my hope for the game and from dev diaries it seems that's devs vision too. Also am I the only one who gets this high-magic Conan vibe from artstyle & setting? Whenever they realese new devdiary or gif I wanna SMASH! something out of excitment
 

Abu Antar

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Jan 19, 2014
Messages
14,202
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Can't add the video from my phone.



https://www.kickstarter.com/project...th-dark-turn-based-tactical-rpg/posts/2640474

September Update
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Posted by Curious Panda
CreatorOctober 2, 2019


Hey everyone! Another thirty days have passed by and we're back to show you some of our work from the month of September. We don't have too much to share this time around, as the majority of our workload from this past month is a bit of a secret and not something we're ready to reveal quite yet ;) You'll have to wait a few more months for that but it's something we think is pretty cool and hopefully you will all feel the same!

Earlier in the month, Chris spent his time implementing new enemies and creating sound effects to go with it. You can see a small sample of this below:

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...and a few gifs from other abilities!

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Next month's update will have a bit more to showcase. The dialogue windows (including player responses/choices) have received some love this past month but there's still a little bit more cleaning up we'd like to do before we show it off. We've also begun work on prototyping and implementing some new environments, so we'll be looking to share some of that next month as well (might even make it a subject for a dev video!). It's our intent to make combat environments more varied and less straight forward (with more obstacles and hazards that are unique to each environment, requiring careful attention!), so we hope you'll like the direction we're taking with that.

See you next month, and as always, if you haven't already done so, please add us to your wishlist us on Steam as it helps to boost visibility and awareness! Thanks as always for taking the time to read :)
 
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Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/project...th-dark-turn-based-tactical-rpg/posts/2640504

October Update

Time for a belated October update! The last month has been a hectic time for us as we were crunching to meet certain deadlines, and thus didn't have the time to put together a proper update. Not going to share just yet what the crunch-time was for...we'll see in a month or two how things pan out and hopefully we'll have some good news to share :)

In this month's update we wanted to talk about our new direction for combat environments, and illustrating the point with a brand new tileset that we've created and implemented this past month. In the environments you've seen so far, a typical combat area has rarely been much larger than 5-6 rows high, as shown below:

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While the narrower corridors allowed for more streamlined exploration, they made combat encounters a bit too cramped, and didn't allow us much room to place terrain obstacles and hazards without suffocating the playfield. This resulted in combat areas not having much variety to them, which is not ideal!

With this new tileset we've greatly increased the size of the playfield(up to 10 rows high at points). The base tiles are completely empty aside from the ground and back wall, as seen below:

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With this much space, we now have a lot of room to work with for creating many different and tactically interesting layouts, populated by the terrain and hazards that are attached to this tileset. This includes a variety of rock formations, holes, falling rock obstacles, dangerous spikes and more. Here's some of the terrain objects for this tile, still need to complete a few more:

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Each "layout" will be hand made, as we think it's preferable to randomly generating them. We're not quite sure how far we'll go with the quantity, but we'll be shooting for at least 100 unique terrain layouts per environment. Here's a look at one section's layout in-game:

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For the existing tilesets, we'll be going back and revising them a bit as well in order to add more space. Though in some cases, certain environments will be less open than others when it makes sense.

Another thing we wanted to show off was the in-dungeon dialogue system which has received some work lately with additions such as portraits, text fade-in and auto scrolling. Of course you can skip through this all by left-clicking as well if you're a quick reader or just want to breeze through it! We're still not 100% done with it, but we're pretty happy with the current state for now. The example below is from the opening mission/introduction to the game :)

And a small bonus gif of something that occurred while I was recording some footage. I didn't think this action through very well :( lol

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Sometimes a plan can backfire >.<

Lastly we wanted to give a shout-out to our friends at Shadow Knights Studio who just entered early access on Steam with their game: The Lighthouse. If you're a fan of atmospheric horror/thriller games we highly suggest checking it out!

The rest of November will once again be a fairly busy time for us, so the next monthly update will be fairly light, likely just some timelapses, character art and some new in-game enemy gifs. But it should be on time at least :) Thanks for reading!
 
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