Galdred
Studio Draconis
https://www.zodiac-legion.com
Hi Codexers,
As I have posted a few questions already, I thought I could as well announce my game Zodiac Legion :
It will be a tactical RPG, with a strategic layer (like in Jagged Alliance or X-Com).
Edit:
The Steam description is more accurate than the old codex one, so here it is:
Both strategic and tactical layers are turn based.
Tactical map :
Each character has 1 move and 1 attack action each turn.
XP are awarded on a mission basis, depending on the mission difficulty (and not on the kill count).
The maps are currently hand made, but we are moving to an hybrid approach like in X-COM, with maps being made of preset rooms assembled together.
Depending on the relation with the faction which control the battlefield location, reinforcements may be available for one side.
Depending on the mission, you will be able to bring 6 to 12 chracters.
Each map is a single encounter, so they are designed to feature continuous tense combat, and have a size similar to X-COM maps (instead of being separate chained encounters).
We want the battles to have a casualty count similar to OG X-COM, where throwing rookies at a problem was always a sensible course of action, rather than the new iteration, so even though characters will get stronger as they level up, most of their strength will come from being attuned to one of the Zodiac signs. Each sign can only have one master and one disciple, who will get replaced on death. Think of it as X-COM ranks, but that would give much stronger benefits, and would be gated by research and facilities.
Strategic map :
Research, stronghold and roster management are implemented, but we still have to add geoscape turn processing.
There will be two types of party actions:
Both types of operations have a "completion level", that gets filled as the assigned party passes its skill checks at the end of a month.
Military campaigns require "army resources", and are rolled against the enemy defenses and commander. If the advancement of a military campaign reaches 0, the attacking army is defeated and the campaign is over. Military campaigns typically involve army attrition both for the attacker and the defender.
Missions are generated at the beginning of each month. Operations will regularly create mission opportunities for both sides, either to advance it, or hamper the mission (and kill some/all operatives), sometimes several at the same time for the same operation. Success will increase the completion level, but ignoring the mission or failing may cause attrition and/or decrease the completion level.
Research will work almost like in X-Com : you'd need to find an artifact to unlock its power. Some might require prior research. You'll then be able to craft lesser items (with some more research efforts), and re forge the artifact itself to equip one of the champions. Champions will be like Psy capable troops in X-Com, and have abilities on top of the regular ones. But their abilities will depend on the artifacts they are attuned to (you can only use artifacts from a single god for each champion).
The map will be formed of fixed "points of interests" : settlements, strongholds, dungeons, and quest locations. The heroes and the overlord lieutenants will travel from one point to another one (like in Jagged Alliance), and fight if they decide to undertake a quest or explore a dungeon, if they want to conquer a neutral settlement or stronghold or if they meet a hostile party. The victory conditions will be something like : defeat if the player stronghold is taken, victory if the Overlord is defeated.
The team :
Me (project leader/developer), Maciej Bogucki, our game/level designer, and Alcibiade Minel, our composer/sound designer.
The plan is to get a demo out for the Autumn Steam festival, with a few quests and a few turns on the strategic map, and go to kickstarter early 2022 in order to get the graphics for all the neutral factions and monsters done, get some more content into the game.
Links:
Discord channel
The story so far:
I had been thinking about making a fantasy X-COM years before starting working on Zodiac Legion, because I never really understood why there wasn't any.
So I started when we moved to Shanghai for my wife's assignment, as expatration meant we could live some time on a reduced income.
The first playable prototype was ready in 2014, and the Codex has been the first place on the Internet to see it:
I had to rewrite a lot of things when moving to the "real game", and development has been quite taxing, especially after we moved back to France (working from home with a baby usually does not work as planned), and the prototypes that were demoed at conventions around 2018 were dragged down by a poor UI. UI rework ate a lot of the development time, but stars started to align in 2021, when the game eventually got a good "feel" and had a nice preview in the March 2021 issue of CanardPC, followed by aour grant request being accepted, and the game being selected for the Guerrilla Collective .
Despite rumors of being a place of edginess, I haven't found a group as supportive as the Codex for this project, so thank you very much!
Our gameplay reveal trailer will be showcased for this occasion (and will then be available on our site et on Steam).
As I have posted a few questions already, I thought I could as well announce my game Zodiac Legion :
It will be a tactical RPG, with a strategic layer (like in Jagged Alliance or X-Com).
Edit:
The Steam description is more accurate than the old codex one, so here it is:
Zodiac Legion is a turn-based tactical RPG that puts you in command of an arcane chivalric order in a world of reawakening magic. Develop your stronghold, research astral powers, and lead your champions in combat against a fiendish, deathless threat.
As the Grandmaster of the Zodiac Order, it will be your duty to restore this knightly brotherhood and rally its champions under the banners of the thirteen Zodiac signs. You will manage your domain, take important diplomatic decisions and train your warriors in the arcane arts. Enemy armies will invade your borders, forcing you to dispatch your knights on missions resolved through turn-based, tactical battles. Their superhuman powers will tip the scales in the face of overwhelming odds, but beware: many will not survive the ordeal. Yet exploring the secrets of necromancy may reveal that a Zodiac Knight's duty need not end in death.
Both strategic and tactical layers are turn based.
Tactical map :
Each character has 1 move and 1 attack action each turn.
XP are awarded on a mission basis, depending on the mission difficulty (and not on the kill count).
The maps are currently hand made, but we are moving to an hybrid approach like in X-COM, with maps being made of preset rooms assembled together.
Depending on the relation with the faction which control the battlefield location, reinforcements may be available for one side.
Depending on the mission, you will be able to bring 6 to 12 chracters.
Each map is a single encounter, so they are designed to feature continuous tense combat, and have a size similar to X-COM maps (instead of being separate chained encounters).
We want the battles to have a casualty count similar to OG X-COM, where throwing rookies at a problem was always a sensible course of action, rather than the new iteration, so even though characters will get stronger as they level up, most of their strength will come from being attuned to one of the Zodiac signs. Each sign can only have one master and one disciple, who will get replaced on death. Think of it as X-COM ranks, but that would give much stronger benefits, and would be gated by research and facilities.
Strategic map :
Research, stronghold and roster management are implemented, but we still have to add geoscape turn processing.
There will be two types of party actions:
- Operations, that mobilize a party for several months. These will generate mission opportunities for both sides to either interrupt them, or advance them. There are two types of operations: military, and party based (exploration, spying, research...).
- Raids are instant missions, either targeting a facility(a dungeon to explore, or an opponent liaboratory to raid for instance), an enemy operation, or one of your ongoing operation.
Both types of operations have a "completion level", that gets filled as the assigned party passes its skill checks at the end of a month.
Military campaigns require "army resources", and are rolled against the enemy defenses and commander. If the advancement of a military campaign reaches 0, the attacking army is defeated and the campaign is over. Military campaigns typically involve army attrition both for the attacker and the defender.
Missions are generated at the beginning of each month. Operations will regularly create mission opportunities for both sides, either to advance it, or hamper the mission (and kill some/all operatives), sometimes several at the same time for the same operation. Success will increase the completion level, but ignoring the mission or failing may cause attrition and/or decrease the completion level.
Me (project leader/developer), Maciej Bogucki, our game/level designer, and Alcibiade Minel, our composer/sound designer.
The plan is to get a demo out for the Autumn Steam festival, with a few quests and a few turns on the strategic map, and go to kickstarter early 2022 in order to get the graphics for all the neutral factions and monsters done, get some more content into the game.
Links:
Discord channel
The story so far:
I had been thinking about making a fantasy X-COM years before starting working on Zodiac Legion, because I never really understood why there wasn't any.
So I started when we moved to Shanghai for my wife's assignment, as expatration meant we could live some time on a reduced income.
The first playable prototype was ready in 2014, and the Codex has been the first place on the Internet to see it:
I had to rewrite a lot of things when moving to the "real game", and development has been quite taxing, especially after we moved back to France (working from home with a baby usually does not work as planned), and the prototypes that were demoed at conventions around 2018 were dragged down by a poor UI. UI rework ate a lot of the development time, but stars started to align in 2021, when the game eventually got a good "feel" and had a nice preview in the March 2021 issue of CanardPC, followed by aour grant request being accepted, and the game being selected for the Guerrilla Collective .
Despite rumors of being a place of edginess, I haven't found a group as supportive as the Codex for this project, so thank you very much!
Our gameplay reveal trailer will be showcased for this occasion (and will then be available on our site et on Steam).
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