Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411490 Posts in 69371 Topics- by 58428 Members - Latest Member: shelton786

April 24, 2024, 09:41:02 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsTime Break Chronicles - Retro JRPG-inspired roguelike with 100+ classes
Pages: [1] 2 3 ... 7
Print
Author Topic: Time Break Chronicles - Retro JRPG-inspired roguelike with 100+ classes  (Read 38804 times)
WarriorGeneral
Level 0
**



View Profile WWW
« on: July 12, 2015, 06:02:44 PM »

What's this Game About?
After building a portal to another universe, young scientist Claire Quinn find herself leading a growing band of unlikely heroes from throughout history to stop a cult of fanatics threatening the very existence of the universe.

Time Break Chronicles is a pixel art JRPG style party building roguelite. The game revolves around a nexus in time, in which space and time as we know it have been broken, and rifts between different times and universes have formed. Your job is to organize a small town of survivors from all throughout history, try to figure out what happened and how, and maybe even try to save the universe. For the techies out there the game is being built in Haxe, mostly using Haxeflixel, targeting PC/Mac/Linux.

You can wishlist and follow the game on Steam here:
https://store.steampowered.com/app/1393500/Time_Break_Chronicles/

What's the Hook?
At it's core, Time Break Chronicles is about finding and rescuing over 100 different characters, who will help build up your little town. In each play session, you'll form a party from the characters you have previously rescued, and then jump into a time rift. Inside the rift, you'll travel through various shifting maze-like universes, fight some baddies, collect some items, try not to die, and try to close the rift (hopefully rescuing some more friends on the way). As you progress, you'll unlock additional difficulty levels and modes to keep things fresh. Play sessions are aimed at being between 1-2 hours or so, depending on what you do.

So far, 70 Character Classes Completed:

To preserve some suspense, I'll leave it up to you to guess what they all are.

Highlighting a Few of the Characters:






William the Paladin:
Holy knight with heavy armor and conviction,
William focuses on the destructive power of
Holy magic.
 

Odrak the Barbarian:
A primal and savage warrior, Odrak
unleashes devastating physical damage.
 

Rock the Golem:
Made of stone and emotionless, Rock is slow
but can take and dish out a beating.
 

Lydia the Priestess:
Lightly armored and with a penchant for piety,
Lydia can Pray in battle to heal allies.
 

Curtis the Boxer:
Muscled and well trained, Curtis unleashes
devastating combinations on his enemies.
  

Samuel the Law Bringer:
Samuel seeks justice for his fallen comrades,
dealing double damage if an ally is in a
critical state.
  

Zeke the Wrestler:
Shiny and sunglassy, Zeke is a high adrenaline
fighter who can taunt enemies into attacking
him.
  
 

Additional Random Screenshots
 

Who are we?
I am Peter Hancock, lead designer at Warrior General Games. We have been around since 2008, and are probably best known for our web-based American football MMOs Goal Line Blitz and its sequel Goal Line Blitz 2. We also developed Mighty Brawlers, a web-based fighting MMO. We recently got into PC games after Ludum Dare 32 with our first Greenlight attempt Glorch's Great Escape.

Twitter | Web | Facebook

Thanks for reading!
« Last Edit: August 20, 2020, 01:12:21 PM by WarriorGeneral » Logged

Odorias
Level 0
**

Heroes Never Lose!


View Profile WWW
« Reply #1 on: July 12, 2015, 06:15:58 PM »

I absolutely love everything about this pitch! I love roguelikes, JRPGs, and PixelArt :D The spritework is awesome too, way to go! I can't wait to see this evolve!
Logged

Game Design @ Heroes Never Lose: Professor Puzzler's Perplexing Ploy.

Please follow our progress!
blog: http://heroesneverlose.com/
facebook: https://www.facebook.com/heroesneverlose
twitter: https://twitter.com/heroesneverlose
tumblr: http://heroesneverlose.tumblr.com/
WarriorGeneral
Level 0
**



View Profile WWW
« Reply #2 on: July 13, 2015, 12:53:20 PM »



From most recent Screenshot Saturday. Testing animation for "Ice Spike" spell.

Party combat is front/back row based and skills have target area shapes.
Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #3 on: July 13, 2015, 12:54:43 PM »

I absolutely love everything about this pitch! I love roguelikes, JRPGs, and PixelArt :D The spritework is awesome too, way to go! I can't wait to see this evolve!

Thanks very much for the comment!
Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #4 on: July 16, 2015, 01:30:06 PM »

Not super glamorous, but recently I've been working on the menu system functionality and trying some different designs. You can also spot a bit of our stand-in tile set with a test room in the background. Swapping character formation around:



« Last Edit: July 16, 2015, 01:38:20 PM by WarriorGeneral » Logged

Mixer
Level 1
*


I've never really known what to put here.


View Profile WWW
« Reply #5 on: July 17, 2015, 05:48:48 PM »

Nice to see haxe being used, looking nice so far, following.
Logged

My twitter is @5Mixer.
I'm currently making a dungeon game, check it out :D
https://forums.tigsource.com/index.php?topic=59139.0
WarriorGeneral
Level 0
**



View Profile WWW
« Reply #6 on: July 19, 2015, 06:09:40 PM »

More menu-related stuff. Working on the gem system - Gems are basically the "equipment" system of the game, and allow you to customize and enhance your party's abilities. They do things like modifying attributes, modifying skill effects, or even adding extra abilities.

Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #7 on: July 19, 2015, 06:11:55 PM »

Nice to see haxe being used, looking nice so far, following.

Thanks! Yeah, I've become a bit of a Haxe evangelist since I started working with it last year. Smiley There's a lot of really great projects these days built around it!
Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #8 on: July 25, 2015, 01:47:13 PM »

This week's Screenshot Saturday post. Working on the animation for the paladin's "Holy Blast" spell:

Most of everything else we've been working on is interface and menu functionality stuff, which isn't all that exciting to show, but it is certainly important!

Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #9 on: August 01, 2015, 07:02:49 AM »

Started work the our first real (non stand-in) tile set, a grassy set, with the Paladin enjoying testing out the view:





« Last Edit: August 01, 2015, 02:17:53 PM by WarriorGeneral » Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #10 on: August 10, 2015, 08:40:31 PM »

Working on some lighting and transition effects for portals:

Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #11 on: August 15, 2015, 05:44:06 AM »

Working on the sprite and lighting FX for the "Time Stabilizer." These are among your targets as you traverse the time rift. Shutting them all down by removing the gems that power them (which you can then use to power up your characters) will destabilize the rift and allow you to eventually close it (reach the win state). On the down side, destabilizing the rift will also attract tougher baddies to try and stop you, and may cause other undesirable side effects.

Logged

OMGWTF Games
Level 0
***


Dev-ing those games.


View Profile WWW
« Reply #12 on: August 15, 2015, 04:05:45 PM »

Gonna follow the shit out of this, looks like it will be right up my alley.
Logged

Tig Blog: Right here   Twitter: https://twitter.com/OMGWTFGameDev Sign up for our mailing list here!: CLICK CLICK
WarriorGeneral
Level 0
**



View Profile WWW
« Reply #13 on: August 15, 2015, 05:37:05 PM »

Gonna follow the shit out of this, looks like it will be right up my alley.

Thanks! Adaeus is looking pretty great too; The recent liquid fx update looks pretty neat.
Logged

WGCorndog
Level 0
***



View Profile
« Reply #14 on: August 19, 2015, 05:07:12 PM »

Introduction

So, I'm working on this game as well. Figured I may as well go ahead and add to the devlog. Currently I've been fleshing out various skills and class mechanics. Not as shiny of a role as the awesome art development as previously posted, but I'm pretty excited about it. While everything is always subject to change, I'm only going to post skills and mechanics that are actually coded and working within the game. It might, however, take me some time to figure out a good format for this. In the meantime, here's the first class...



Character of the Week


Wensho the Monk:
Calm, collected, and bald, Wensho can
Focus to increase his effectiveness.


Sample Skills
Wensho has a unique mix of defensive skills and devastating elemental attacks.


Burning Fist
Deals physical and fire damage,
deals fire damage for three rounds
Thunder Kick
Deals physical and lightning damage,
lightning damage chains between enemies

Focus
Increases damage dealt and
decreases damage taken for three turns
Chakra
Restores HP and MP for nearby allies

« Last Edit: August 26, 2015, 04:16:02 PM by WGCorndog » Logged

SunWuKong
Level 5
*****


Help me, help you.


View Profile WWW
« Reply #15 on: August 20, 2015, 01:29:37 PM »

Great stuff and the artwork is biz-nutty! Love what you are showing and I'll be tracking this one!

Good luck and keep on keeping on.

-Tim
Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #16 on: August 21, 2015, 04:48:05 AM »

More sprite work: the Stasis Field, and our first look at some enemies. Here we are about to try and rescue the boxer, Curtis, but a couple of unfriendly cultist types are not about to give him up without a fight. Outraged

« Last Edit: August 21, 2015, 04:53:45 AM by WarriorGeneral » Logged

WGCorndog
Level 0
***



View Profile
« Reply #17 on: August 26, 2015, 04:36:25 PM »

Character of the Week


Lucien the Shaman:
Calling on the forces of nature,
Lucien can use various primal Aspects.


Sample Skills
Lucien is very adaptable, being able to adjust to whichever role is
needed by utilizing various primal Aspects and elemental magic.


Aspect of Owl
Increases your ability to heal.
Grants Mend and Soothing Wind abilities.
Spirit Shield
Temporary buff that causes a portion of damage
to be taken from MP instead of HP.
Aspect of Bear
Increases your ability to absorb damage.
Grants Maul and Taunt abilities.
Devouring Soul
Passive. Causes a portion of healing
to restore MP instead of HP.

« Last Edit: August 26, 2015, 04:43:28 PM by WGCorndog » Logged

WarriorGeneral
Level 0
**



View Profile WWW
« Reply #18 on: August 29, 2015, 07:36:39 AM »

From this week's screenshot saturday image: a cultist bad guy chasing down the player and initiating combat mode (using a pixellate/brighten shader I wrote yesterday). Enemies in Time Break are visible as you're walking around the rift and will chase you down. Some of them are hidden and will only reveal themselves when you get nearby. We decided to go with this style over the classic "random battle as you take a step" style because it makes the world feel more alive and allows some strategy where you can run away or charge into a fight with a particular enemy. We can also include a sense of permanence and progress, since you can clear out an area of enemies and keep track of where you've been.

Logged

WGCorndog
Level 0
***



View Profile
« Reply #19 on: September 02, 2015, 03:47:36 PM »

Character of the Week


Ramesh the Doctor:
Skilled with medicine, Ramesh does no harm.


Sample Skills
Ramesh is skilled at saving allies in their times of need.


Adrenaline Shot
Delays damage taken by
a near death ally
Emergency Care
Gain a free turn whenever
an ally is near death

Injection
Greatly increases HP for an ally,
but wears off over time
Bandage
    Heals an ally, gains bonus healing
    based on missing health

Logged

Pages: [1] 2 3 ... 7
Print
Jump to:  

Theme orange-lt created by panic