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1076048 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:37:04 AM
TIGSource ForumsFeedbackDevLogsReverie
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brokenshotgun
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« on: May 15, 2014, 08:03:57 PM »

Reverie is a combo driven turn based combat RPG.  I was inspired by the Zeboyd Games and Chaosoft Games; they really showed me that old school RPGs could thrive in modern times.  Being a huge fan of RPGs myself, I really wanted to make my own world for people to experience.

I'd love some constructive feedback!  I've been working on this since January and things are constantly changing and evolving.

UPDATE
New game play preview video has been uploaded, check it out!

Gameplay

**NEW**


Platforms: PC/Mac/Linux, Ouya

Back Reverie on Kickstarter!


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« Last Edit: July 27, 2014, 09:08:29 AM by brokenshotgun » Logged

brokenshotgun
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« Reply #1 on: June 04, 2014, 07:15:12 AM »

Combat has changed a lot!

Removed mana and added combo system. 

Combo points are earned through certain attack/magic/ability combinations.  Combo finishers are powerful moves that cost combo points.  Combo finishes come from cards that can be collected throughout the world.  Combos will be element based and finishers that can be done will be based on the element of the combo.  For example: if I do a fire combo, the only finisher cards I will see will be ones that take Red combo points.  Also you can only have one element active at a time.  So if I were to do a combo and store my points for a water combo and then do an earth combo, I'd lose my previously stored Blue combo points.  Currently trying to design the UI to display this better.

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brokenshotgun
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« Reply #2 on: June 19, 2014, 06:58:06 PM »

Updated UI

I went for semi-transparent and put the command menu in the middle to take more advantage of all the extra space I have at the bottom.  One thing that is missing is the combo meter which I am thinking of putting up along the right side above the character stats or maybe along the top right.



Quests!

I've got the first few main story quests in game and chained together.  Currently working on side quests and hidden treasure chests.  They'll also be a big quest chain involving collecting jelly from different colored slime monsters to make an item that is... unconventional, but awesome.

Combat

The combo system has been undergoing constant changes; I'm doing lot's of experiments to design a combo system that can fit into turn based combat without feeling too clunky or out of place.  I am still trying to keep the idea of collecting cards to unlock combos, but I am getting rid of the concept of finishers.  Instead I want to look into the idea of combining non-opposing elements.  For example fire opposes water, so calling one after another would just reset the combo meter, but you could combine fire+earth, fire+wind, or fire+fire.
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