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TIGSource ForumsCommunityDevLogsOberon's Court (coming to Steam!,yey)
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ephoete
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« Reply #60 on: December 11, 2013, 03:25:07 PM »

Too bad there's no sound design yet but these in-game footage start really to have something inviting. Is it just me or there are some subtle influences of Kingdom Hearts overall?
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muppetpuppet
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« Reply #61 on: December 11, 2013, 04:01:12 PM »

Here is a gameplay video of a few weeks ago with audio.



I can get the kingdom hearts vibe, its not intentional though. 
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muppetpuppet
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« Reply #62 on: January 06, 2014, 03:39:53 PM »

Here's the latest gameplay footage (with audio)



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Henry_Oswald
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« Reply #63 on: January 12, 2014, 09:11:43 AM »

"Stomp stomp stomp!"

Okay, Rollo and the other beasts are super creepy with their thirst for blood and all, but that was pretty darn cute. I could just hug him, that is if he wouldn't tear me limb from limb!
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muppetpuppet
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« Reply #64 on: January 12, 2014, 09:53:45 AM »

Well the whole cuteness thing serves a purpose, here's the narrative premise i'm going for:

carefull spoilers ahead


Campaign 1 “shadow chains”

In the underworld of Oberon’s court the souls of the recently departed arrive in a desolate world devoid of their former identity and personality. However certain traits and memories remain. These are the chains that bind the soul to the underworld, and define its shape. In the first campaign the player assumes the role of disembodied leader/incarnation of a fresh soul, lost and wandering.

Not much makes sense other than that there is conflict and resources, old graveyards and battlefields provide blood which provide sustenance, and the earth itself absorbs and returns a green substance called essence which fortifies any soul’s abilities.

Further on the player recognizes there is a third resource contested, bone. This resource both makes the souls stronger and more solid, but also chains them more firmly to the underworld.
The player has two options in the game, the first is following Oberon, a being that communicates to the player and seemingly acts as a guide, but it’s agenda is unknown for the first Campaign. Conquest and survival seem the immediate shared goal. The chaining of Other souls not to the underworld, but to the will of the player.

"All is lost, night is coming. Time for carrion to dream, the dream eternal. Surrender or rise a Shadow"

-----------------SPOILER-------------
There is also a secondary layer to the game, as the game progresses the player will find that there are more coherent souls/shadows in the world, some have gone completely obsessed with consuming the souls of others and growing to grotesque proportions, (the cleaners), others have banded together to create a hyve like consciousness (the mechanicians)allowing them to reason and explore, their goal is to escape the underworld, and surrender their being, their memories and chains to the void.

Using this escape mechanism becomes a secondary objective, or primary based on the motivations of the player.

Because each soul has strength equal to amount of bone they contain. The more chained and grounded a soul, the stronger it becomes. But those souls who are able to withstand the lure of the bone will grow weaker but less chained to the underworld. Those souls brought to the mechanicians without any bone value will be able to leave their shadow behind and leave the underworld.

Besides strengthening a soul, which is eminently useful in survival, the player will find sections of the underworld where a soul might release its bones, and it’s chains to the underworld. Relinquishing his memories to the void.

It is up to the player to become a shepherd or become a tyrant, Do you allow others to escape or yourself to survive.
-----------------SPOILER ends-------------

Please let me know if this makes sense. The text is just a synopsis,, but any feedback if this makes sense, or sounds like fun(or depressing,;) would be great.. Any feedback also from someone non-dutch would be great,just for a different cultural perspective..
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muppetpuppet
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« Reply #65 on: January 12, 2014, 09:55:26 AM »

This a shot of the dreamtime, where'youll get in between maps choices.  You can choose to unlock a new creature, get some resources, or remove bone value (redeem) one of your creatures..  So to be able to save them you'll have to make them weaker and weaker..

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Henry_Oswald
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« Reply #66 on: January 12, 2014, 10:49:20 AM »

Wow. From what I read, I think that that sounds pretty sweet. Everything is very well thought out, and I'm really quite interested in how it is going to be portrayed in the final production. I honestly don't see a lot of mobile games that have so much detail and thought put into their stories, if they have a story at all. You sir are quite swell, and you definitely have me hooked. I'm following the heck out of this!
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muppetpuppet
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« Reply #67 on: January 12, 2014, 10:57:10 AM »

well thanks man,, Wink

I must admit, as this is my personal escape, I'm going at it, full bob-ross style. So it's happy little accidents all over.  So I'm just as curious as anybody else if this turns out swell. Wink so fingers crossed
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muppetpuppet
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« Reply #68 on: January 16, 2014, 03:27:34 PM »




A new setting for Oberon's Court , it's called the dreamtime
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ashtonmorris
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« Reply #69 on: January 22, 2014, 05:25:44 PM »

Looks great. Love the artwork!
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muppetpuppet
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« Reply #70 on: February 28, 2014, 02:36:53 PM »

Okey, game on, download a single level playable alpha PC demo NOW!
http://oberonscourt.com/downloads/oberonscourt.zip
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ephoete
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« Reply #71 on: March 01, 2014, 09:16:38 AM »

Hum nice but I was clueless with what to do in this demo... but as far as I understood it's just a very early phase and it's just to testing out the core features of the engine. Good job; I like the ambiance, pretty gloomy and captivating already!
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muppetpuppet
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« Reply #72 on: April 21, 2014, 08:31:03 AM »

"The battle was short, a flutter of bravado, the soft embrace of muddy ground . The sound of wooden wheels sloshing through it , as you silently thank the looters for taking your body away, a reprieve before the final indignity. Night is coming, all is lost. Time for carrion to dream, the dream eternal, surrender or rise a shadow"

Oberon’s Court is Coming to Steam


Steam
Thanks to some great fellow devs and the awesome people of Valve, Oberon’s Court is now coming to Steam. This is great news and will push Oberon’s Court to a whole new level. However this also entails a heavy overhaul and tweaking of systems for PC. Starting with the control scheme, but also a higher quality of visuals and content. This also means I’m switching the release platform from mobile to Steam/PC to make maximum use of this opportunity

Release/Development Timeline
Releasing on Steam means the intense juggling between Oberon’s Court and my regular work will reach new highs. I've pushed a tentative release date to Q2 of this year. Early Access is under discussion, but not decided yet, I’d prefer not to have the game languish in Early Access for very long. Currently the major to do is adding a solid dialogue and mission system, as I’d like to add a heavier adventure layer to the game’s storytelling. This also means employing more Voice Acting which has already been arranged(sorry), as the goal remains to keep the game fully voices in English at release.

What about Mobile?
I hope sincerely that launching on a high profile platform such as steam and its associated means for user feedback and testing, that the game will improve in quality. And ultimately this also means that the game delivered to mobile will be of a higher quality. Release will be some time after PC launch, and I’d rather not commit to deadlines I can’t keep. I hope mobile users waiting for the game can wait a bit longer..Mobile and touch controls are still in the game’s DNA and I’ll make sure to keep it that way.

Development Video (

)
  • Mouse controls: A fancy new cursor system a la “the 7th Guest”.
  • More responsive units:Control and AI felt sluggish, completely revamped
  • Shorter loading times: yes…. indeed.
  • Increased  Unit Cap per squad: for PC version up to 4 per squad.
  • New theme:Necropolis, a place for the player to meet some of the more established souls in the afterlife.Possible Hub Location.

Development images

New Units: There’s the Cottle Knight(airborne fast unit), the Bull Bodger (basic infantry) and the Saurly (unreleased class)
cottle knigh and saurly


New Harvesting: We now have fancy undulating tentacles.


Dialogue: Dialogue is the main to do, but the first designs are done.
dialogue design


Grass Experiments: Experimenting with various PC exclusive graphical enhancements
Grass experiment


Mushrooms: you gotta try these…  or not, but a sample of some of the mission specific effects.New
mushrooms


Themes: Bone-yard and Necropolis are now added to the existing Dream-time,Flagellate Bowl and Battlefield themes.
Necropolis


About Oberon’s Court
Oberon's Court is a journey of the soul as it transitions through the afterlife,  reclaiming its identity by conquering the harsh world of shadows. Will you chain and bind other souls and make those weaker suffer, or shepherd them to their own salvation.  Oberon's Court mixes RPG elements with a RTS control scheme and combat to create a streamlined strategical adventure experience. Combat is quick and fierce, no mulling over stats, two souls go in, one comes out as a master, the other a slave, or worst.

Oberon's Court is being developed by Tomas Sala under his own label: Boof games.
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