Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411508 Posts in 69374 Topics- by 58430 Members - Latest Member: Jesse Webb

April 26, 2024, 10:42:52 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsStreet Posse Showdown - Urban Tactical RPG
Pages: [1]
Print
Author Topic: Street Posse Showdown - Urban Tactical RPG  (Read 1026 times)
FuriousGamer87
Level 0
***


TBS Indie Developer at your service!


View Profile WWW
« on: November 13, 2015, 10:20:17 PM »





        As it is with every city, crime is unavoidable in Oaksville, but the situation has gotten worse over the recent years. It was bad enough that most of the wealthy residents have left, fleeing for greener and safer pastures. Without the income or taxes from those people, the city cannot afford to maintain the size of the existing police force. Therefore, with great pain, they downsize the cops to less than a quarter of their previous number.

   Without most of the cops, the crimes have increased and the situation on the streets has gotten more chaotic as various groups struggle for dominance. At present, whatever your past and reason is, you have decided to fight back with a group of people dissatisfied with the current situation.  How will you fight? Whom will you let into your posse? And what future will you decide to pursue?

That’s up to you, leader. Welcome to Street Posse Showdown.



This is Springwell, one of the city districts in the game


  • Highly Tactical Battles
  • Mission-Based Gameplay
  • Large Amount of Forces
  • Distinctive Elemental Attributes
  • No Permadeath But Enjoy Your Injuries
  • Replaceable Techniques
  • Knowledge Is Power
  • Randomize Recruits
  • Single Player Story-Driven Campaign
  • Changeable Clothing


The demo is completed. It is available through the link below. Hope you enjoy the demo.


Logged

Oroboros
Level 0
***


Senpai


View Profile
« Reply #1 on: November 14, 2015, 12:02:53 AM »

River City Ransom vibes! Look forward to seeing the gameplay.
Logged

FuriousGamer87
Level 0
***


TBS Indie Developer at your service!


View Profile WWW
« Reply #2 on: November 14, 2015, 05:40:32 PM »

River City Ransom vibes! Look forward to seeing the gameplay.

Well, the demo is available so give it a try. Looking forward for your feedback.
Logged

FuriousGamer87
Level 0
***


TBS Indie Developer at your service!


View Profile WWW
« Reply #3 on: December 05, 2015, 07:15:13 PM »

Finished some stuff. Here are the highlights:

  • Upgraded the AI schematics to allow AI to take account of elemental advantages and affinity. In this new setup, the AI will compute all possible flow of actions of a single turn while taking account of its personality, AI type, movement focus, action type favoritism, target priority, tag team and elemental knowledge to calculate the final value of each flow. After all is calculated within nanoseconds, thanks to all the necessary variables are already inside data tables beforehand, the AI will always choose the flow of actions with the highest value and enact it.
  • Change the existing initiative system which is "roll every character's initiative at the start of each battle" to a new one which is "roll every character's initiative at the start of each round in battle". This make agility boosting and lowering techniques significantly useful in battle for adjusting turns, since initiative is calculated based on agility + initiative dices.
  • Game trailer is being worked on by audiobro. The visuals for it are done.
  • Removed unsupported Linux and Mac build of the demo after being unavailable to troubleshoot some issue that people have with them.
  • New demo uploaded with the top two features added to it.
  • Working on making chapter 1 visual assets.
  • Finished the design for a new character class called Outcast. Specialized in attacks with nasty special effects attached, specially the type that screws both enemies and allies.


An unhinged person that nobody want to be caught associating with. The strong BO doesn't help either.
Logged

FuriousGamer87
Level 0
***


TBS Indie Developer at your service!


View Profile WWW
« Reply #4 on: December 15, 2015, 09:19:25 PM »

Alright, time for Mid December Update.

  • New Dialogue Font

Changed the old dialogue font, which is 04b03 to PF Tempesta Seven Compressed. Should make the long ass dialogues in the game more readable.  Changed the dimension of all dialogue boxes to compensate for the increased size of the font.


Old


New

  • Dialogue Choices Get Scrolling Functionality
Dialogue choices now use the same scrolling functionality that all lists in the game used. About time. This also enable me to use give, theoretically unlimited choices as there is no limit in space.


  • New classes
Finished the creation of Dealer and Merchant classes. Dealers are extremely strong when they are packed with items that they can exploit and most of their techniques revolved around item usage. Merchants are very proficient buffers and debuffers that use the power of greed to influence both enemies and allies in amusing ways.


  • New districts
Finished three new districts, Maple Tree, Oaksville Central and Truman Hill. Each of these district have their own unique locations and things to offer to the player.


Oaksville Central - The decaying heart of the city.

  • Chapter 1 still being worked on
Finished characterization of the several early important NPCs. Finished creating the early antagonist and his rag-tag gang. Still working on finishing the chapter 1 storyline and resolving the mission paths.

  • Trailer progress
The audio is still being worked on.
[/list]


Again, for the top two features, an updated demo is already uploaded with those two features in place for demonstration. You can download the demo through the link in the first post of this thread.
Enjoy yourself.
Logged

FuriousGamer87
Level 0
***


TBS Indie Developer at your service!


View Profile WWW
« Reply #5 on: December 21, 2015, 02:14:40 AM »

I planned to do a update a bit later than this but finally the trailer has been completed.
So, without further delay, since the game have past the alpha stage a while back, I have put the game on Steam Greenlight.
If you like what you seen so far, please take the time to vote for it. Thanks in advance.





The Greenlight link: http://steamcommunity.com/sharedfiles/filedetails/?id=580179398

To celebrate the completion of the trailer, I have also pushed forward an updated demo, which features:
  • Instead of just skin color selection during randomization of generic characters, I have implemented hair color selection too, instead of just everyone having brown hair.
  • During character creation, the player options are increased by a great deal in selecting appearance due to me unloading every character assets that I have created so far into the demo.
  • Game load instantly instead of having a loading bar during the start of the game. That was because I am preloading the audio assets beforehand. That is stupid and unneeded since the audio assets are right there with the game, not half a world with high ping away. Changed the setup to streaming, as it should originally be.
  • Some small fixes and improvements.

Currently, the game development will be on hold for a short while so I can make an effort for my game to clear Steam Greenlight.
This is will be hard since turn based tactics game is pretty niche and the pixel art graphics is not improving my game chances either.
Logged

Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic