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1043525 Posts in 42280 Topics- by 33948 Members - Latest Member: Sibertooth

September 18, 2014, 11:45:06 AM
TIGSource ForumsFeedbackDevLogsLiege - a story driven, tactical RPG
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Author Topic: Liege - a story driven, tactical RPG  (Read 5413 times)
jrhee
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« on: March 03, 2013, 03:30:10 PM »

Hi! Liege is an upcoming cross platform, story driven, tactical RPG. My goal with the project is to create an interesting blend of compelling, character focused narrative and elegant, accessible tactical combat. We're currently in the process of porting the game to Unity and overhauling our art. Latest below (Updated 09/14/14):

Videos
09/14/14 Game Menu Demo
07/11/14 Uncut Pre-alpha Footage
05/17/14 Dev Update
03/16/14 Dev Update
01/19/14 Dev Update

Screenshots












Links
Devlog/Website
Facebook
Twitter
Kickstarter (funded!)
Greenlight (greenlit!)
« Last Edit: September 14, 2014, 02:39:35 AM by jrhee » Logged

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Paul Jeffries
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« Reply #1 on: March 03, 2013, 03:45:56 PM »

Looks gorgeous, although there seems to me to be a very subtle miss-match of detail level between different objects - for example the stone bridge and the waterfall.  I think it would look better with a more uniformly impressionistic style.  It also looks slightly strange that the people appear to be subject to perspective while the houses are not.  These are just minor niggles in something that otherwise looks very impressive, though.  Here's hoping the gameplay can match the visuals!
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jrhee
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« Reply #2 on: March 03, 2013, 04:02:11 PM »

Thanks Paul, didn't think anyone would notice that so quickly! Initially when I started on this I was targeting mobile only so I was doing the art at half the resolution. Since then, I've added bigger screens to my target list so I upped the resolution, but haven't had a chance to re-do some of the existing assets. Will definitely start at hi-res when I switch focus to working on final content.

I was toying with the idea of adding some slight perspective, since it would just be a matter of distorting in Photoshop. It may get tricky when it comes to things like collision detection, but will keep playing around. Thanks again-
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keo
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« Reply #3 on: March 03, 2013, 04:18:30 PM »

oh lordee beautiful beautiful work
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Gregg Williams
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« Reply #4 on: March 03, 2013, 05:34:36 PM »

Nice graphics style. Not sure about the seemingly ultra simple combat system though. Would love to see or hear more about that part of things.
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jrhee
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« Reply #5 on: March 04, 2013, 08:05:12 AM »

Thanks all. Gregg, will definitely post updates on combat once it's ready, hopefully towards the end of the month.
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jrhee
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« Reply #6 on: March 16, 2013, 03:01:38 PM »

Hi everyone! Over the last few weeks I've been fine tuning some of the basics I'll need to support things like cutscenes, dialogue, etc. Getting the timing down between the camera, dialogue, and characters turned out to be tricky to solve. I've also been playing around some more with effects to get different types of atmospheres/weather etc. Lastly, I've been working on figuring out how combat animations will work. I put together a quick video which showcases some of what I'm talking about:

http://www.youtube.com/watch?v=IvHR-GlcdlU

And here's a whole bunch of screens! 


« Last Edit: September 14, 2014, 01:46:42 PM by jrhee » Logged

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John Sandoval
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« Reply #7 on: March 16, 2013, 03:05:06 PM »

Posted this on the TIGSource Tumblr. Good work.

http://tigsource.tumblr.com/post/45535234956/battle-keep-a-game-by-electrolyte
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deathtotheweird
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« Reply #8 on: March 16, 2013, 03:15:45 PM »

looks really awesome, but that video you last linked is private.

I really like the art-style and character designs, very unique.

why the PC build after the Mac? I would imagine that when you release it is when you're going to get the most press, so PC users obviously wouldn't buy it then, and will likely forget or won't even know whenever you have the PC version out. just something to think about.
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jrhee
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« Reply #9 on: March 16, 2013, 03:32:55 PM »

@ John - Awesome, thanks!

@ Allen - Thanks for the heads up, video's public now. When I started this project a while back I was originally looking to do iOS only, but the scope's grown since then. I'm still figuring out my plan for launch, but Mac support is just easier from a technical perspective as of now. Point taken though, will be posting updates further down once plans firm up.
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kamac
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« Reply #10 on: March 17, 2013, 01:14:32 AM »

Incredible artwork as for a game. Just to make sure: it's 2D?
Also, do you draw these characters in 2D, or they're in 3D (possibly mapped to 2D?)

Anyhoo, it looks great!
I'd love to ask some technical questions. Can't really resist:

1. That cool fighting scene you've shown - is it some scripted event? (LUA perhaps?) (I can't really tell if it's somehow made-up or actually in game)
2. Will this game be moddable? (I think of making a new storyline)
3. Mind telling how big your map tiles are? (If there are such)

PS.
Quote
Not sure about the seemingly ultra simple combat system though

I think it could've be a bit more complicated, too.
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Alchiggins
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« Reply #11 on: March 17, 2013, 05:33:44 AM »

This looks really, really gorgeous. Look forward to playing it.
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jrhee
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« Reply #12 on: March 17, 2013, 01:39:04 PM »

@ Alchiggins: Thanks! 

@ kamac: Thanks- the art is 2d, but the characters are modelled in 3d using Blender, then imported as sprites. For your technical questions:
1. The scene in the video is scripted, but uses the in-game graphics & animation engine. The scene in the video was to test some of the code I'll be using to sequence cutscenes, along with some of the animations that will used for playable combat.
2. I don't have any plans to make the game moddable near term, but I may add support down the road depending on time.
3. Although the character movement is tile based, each environment is drawn onto a single large canvas and split up. Each tile would be 64x64 on larger screens and retina, and 32x32 for non-retina mobile.
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kamac
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« Reply #13 on: March 17, 2013, 02:03:41 PM »

Thanks for these answers, jrhee Smiley
Only two additional, not really so important questions:
1. What scripting language do you (guys) use?
2. What language are you coding the whole thing in?  Smiley

Cheers!

PS. I really wish there was some kind of function for following devlogs..
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jrhee
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« Reply #14 on: March 17, 2013, 06:53:19 PM »

Np- it's just me as of now, so I'm happy to talk about it whenever I can  Smiley The coding and event scripting are both being done in Objective-C as of now using cocos2d for iOS, with certain things reading off of xml property files. My plan is to migrate to cocos2d-x (C++) to get PC and Android support, but I'm waiting to see where they take the engine over the next few months since it looks like porting options are still evolving.
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johnki
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« Reply #15 on: March 17, 2013, 08:06:50 PM »

Man, this looks fantastic. And it's an RPG to boot!
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jrhee
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« Reply #16 on: March 18, 2013, 07:23:11 AM »

Thanks johnki!
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hube
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« Reply #17 on: March 23, 2013, 07:09:25 AM »

wow - saw this in the ScreenshotSaturday thread. Amazing art. Following.
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jrhee
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« Reply #18 on: March 25, 2013, 03:19:09 PM »

Thanks Hube Smiley

Also, if anyone else is here at GDC, let me know! Here for the first time all by my lonely so would love to meet up with some of you to chat  Toast Right
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jrhee
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« Reply #19 on: April 22, 2013, 12:26:52 PM »

Quick update: I've been working away at the combat engine for the last few weeks and will be demoing the latest build at the NY Gaming Meetup on 4/30. For anyone in the NY area, come by and say hi! Eat some pizza! Drink a beer!

I'll be posting a video update with lots more details on the combat engine soon after the meetup, but in the meantime, here's a screenshot of the WIP combat UI:

« Last Edit: April 22, 2013, 12:42:35 PM by jrhee » Logged

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