Zogthor
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« on: August 19, 2014, 03:48:16 PM » |
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Hello everyone! We're an eight man team called Grenade Tree Games. I want to share a devlog with y'all on our two year old baby, Outland 17: Void of Liberty, which is currently in an early alpha stage.
Check out our demo over at GameJolt or IndieDB.Outland 17 is a turn based tatical game that is inspired by the American Revolutionary War but has a Sci-Fi twist to it. It's an RPG set in a world where people live on space stations, carry laser muskets and ride hover ponies. You and your fellow colonists are building stations outside of the Earth’s orbit in the hopes of working off your debt to corporate companies. Working conditions and fierce brutality lead you to rise up with your fellow men to throw off the shackles of oppression. One of the goals we have with this project is bringing the strategy genre to a wider audience, but still make it multifaceted enough to still appeal to the hardcore community. One way we did this was exchanging a grid system with linear tiles so that distance is the big role of determining attacks, as opposed to what angle you are and how many squares a person is away from you. To balance the simpler movement mechanics, customization is completely open. In the game, every squad member you get has a back story and we want character to shine through, not classes. With that in mind, you can give any squad mate any weapon at any time, and have them start using it to gain better proficiency and new abilities. Gameplay Features- Open Ended Character Progression - How you play determines the new skills that go into your squad's Kits. Whether you spend time sniping from a distance or brawling in the middle of the fray will change the abilities that are offered when they level up. Build a team specifically customized to your playstyle!
- Accessible Gameplay That's A Challenge For Everyone - Implementing a linear tile system, you won't need grids to tell you who to shoot. Advance or retreat your squad along these tiles during missions and select different paths to take them to their goal or explore different areas.
- Complete Squad Customization - Customize your squad members to fit ANY role that you need, using ANY weapon available. Modify their weapons to alter stats or boost damage. Change their ammo type for different affects and strategy!
- Impactful Choices That Influence The Story - Choose whether to free your fellow man or reign as the new tyrannical leader.
- Availability For PC and Mac, and later Android and iOS
- High Replayability Through Alternative Play Modes
Interested in our project? Try out our demo over at GameJolt, leave us feedback, and share it with your friends! You can also follow us on our social platforms below! As we're still in early development, any and all feedback is appreciated! Thanks for taking a look
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« Last Edit: May 13, 2015, 09:50:19 PM by Zogthor »
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Zogthor
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« Reply #1 on: August 19, 2014, 03:55:56 PM » |
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Here's a few shots of how we started from pen and paper to working in Unity. Our Producer, JC Santiago, first got together with our designer and worked out the concept of the game on paper. They shared with everyone that would listen to them about the game they had in mind, and in getting feedback from the ones who played, were able to figure which core mechanics worked and which ones they could do away with. Early baby photo testing the concept with miniatures! This was the first run through with Unity. So flat! Concept art re-imagining the look of the game. This is where we solidified the style of the world. Current look of the project. Still working on those hover ponies!
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ChargeDog
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« Reply #2 on: August 20, 2014, 07:07:57 PM » |
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Looks really good - I like the middle ground between static RPGs battles and more movement/positioning focused systems.
Also, good job on the miniatures testing! Its something I'm experimenting with my game for a few tests.
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Bada Im
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« Reply #3 on: August 20, 2014, 07:11:49 PM » |
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looks cool
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INDIE TRANSLATOR
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bocil_mania
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« Reply #4 on: August 20, 2014, 08:51:06 PM » |
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Looks good. I am fans of tactical turn based game. I look forward to your progress. Does it have game mechanic similarity with Xcom game?
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Derity
Level 1
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« Reply #5 on: August 20, 2014, 10:03:19 PM » |
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Being a fan of XCOM, this interests me a lot though, if you're using Unity, why no shadows?
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bombjack
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« Reply #6 on: August 20, 2014, 11:18:53 PM » |
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This game looks really amazing !!!
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TheChaoticGood
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« Reply #7 on: August 21, 2014, 09:00:00 AM » |
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Looks really good - I like the middle ground between static RPGs battles and more movement/positioning focused systems.
Also, good job on the miniatures testing! Its something I'm experimenting with my game for a few tests.
Thank you ChargeDog! We wanted the game to feel like a mix between XCom and Final Fantasy. You picked up on that right away. Thats amazing. I'm a big fan of paper and pen testing before you get started. There's so much you can learn by rapid prototyping. looks cool Thank you MiRiKan. Your encouragement means a lot to us. We've been working on this for almost 3 years so it's great finally showing off the game. Looks good. I am fans of tactical turn based game. I look forward to your progress. Does it have game mechanic similarity with Xcom game? Hi rifai, Yes it does. It's turn based like XCom. Also it has a leveling system that is similar to Skyrim. It should be a really fun mix. Being a fan of XCOM, this interests me a lot though, if you're using Unity, why no shadows? Yeah I think that if you like XCom your going to like our game. About the shadows, that's a good question. I believe the screenshots weren't taken on max settings. Also we are planning on releasing on older mobile devices that might not support dynamic shadows. We will have to bake in the shadows for lower end machines. This game looks really amazing !!! Thank you bombjack!!! If you guys like what you see, sign up for the mailing list. We give everyone on the mailing list access to stuff before anyone else (trailers, poles, prizes, early copies of the game, etc) If your interested please sign up here.
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« Last Edit: August 21, 2014, 09:09:46 AM by TheChaoticGood »
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Bada Im
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« Reply #8 on: August 21, 2014, 11:47:33 PM » |
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looks cool Thank you MiRiKan. Your encouragement means a lot to us. We've been working on this for almost 3 years so it's great finally showing off the game. Oh, almost 3 years! That's AMAZING! I really like your game. if you want korean language for your game. i'll help you!
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INDIE TRANSLATOR
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Zogthor
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« Reply #9 on: August 22, 2014, 11:06:10 PM » |
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Also, good job on the miniatures testing! Its something I'm experimenting with my game for a few tests.
Here's a few more shots of progression from the physical miniature tests to making it work digitally! Starting with pill shaped objects for characters and positioning Added some "art" to give better visual conception. Adding a GUI and a few more details... Exploding with colors! All three of them! =P
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justincavenagh
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« Reply #10 on: August 23, 2014, 03:37:52 AM » |
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Wow nice, really big fan of this
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Zogthor
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« Reply #11 on: August 23, 2014, 06:21:40 PM » |
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We're going through some of the environments we'll be showing in our gameplay trailer and I wanted to share a progress shot. It's a space port area that you'll be fighting through! Top one was what we had originally and the bottom one is the retouched version from our designer, Yves Domingo. What do you guys think? Looks better? Too much detail? Still not enough?!
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TheChaoticGood
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« Reply #12 on: August 24, 2014, 07:30:15 PM » |
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Oh, almost 3 years! That's AMAZING! I really like your game. if you want korean language for your game. i'll help you!
Sounds good. Stay in touch with our game. Once we get closer to release I'd love to talk to you about this as a possibility.
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Bada Im
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« Reply #13 on: August 31, 2014, 05:20:45 PM » |
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Sounds good. Stay in touch with our game. Once we get closer to release I'd love to talk to you about this as a possibility.
Yeah. your game is still looks amazing!
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INDIE TRANSLATOR
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Zogthor
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« Reply #14 on: September 02, 2014, 11:50:13 PM » |
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A couple more shots from our coming gameplay trailer. Added some GUI interface and references to a couple of the scenes. This one demonstrates some of the visual effects we're applying with abilities like healing during combat. An updated background for the battle over the bridge scene. We'll be showing our gameplay trailer early to those on our mailing list, so if you want to get a peek before it's public release, join here!
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Zogthor
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« Reply #15 on: September 22, 2014, 07:52:20 PM » |
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We have BIG news, our project has been featured over at the Square Enix Collective! For those unfamiliar with it, Square Enix picks and features a project submission for 28 days, letting the public vote if they would support through crowd funding and leave feedback. This is an awesome way to get more direct feedback from you guys. If you're a fan of our project, head to the Collective and give us a vote and comment! We'll also be releasing a public alpha demo, we've been polishing ours since getting initial feedback. One upgrade we have coming for it is a much more dynamic opening menu! Cheers!
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Bada Im
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« Reply #16 on: September 24, 2014, 04:28:54 PM » |
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Square Enix Collective! that's EPIC! amazing! voted
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INDIE TRANSLATOR
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Zogthor
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« Reply #17 on: September 25, 2014, 10:24:56 PM » |
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knifeySpoonie
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« Reply #18 on: September 25, 2014, 11:53:42 PM » |
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Ha this is looking pretty sweet. I think you could push the environment style a little further to match the stylisation of the characters a little though...
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Zogthor
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« Reply #19 on: September 26, 2014, 12:28:13 PM » |
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Ha this is looking pretty sweet. I think you could push the environment style a little further to match the stylisation of the characters a little though...
Thanks knifey, that some pretty good feedback! So you would say that you feel there's a discrepancy with how we have stylized characters in somewhat more "realistic" environments?
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