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TIGSource ForumsCommunityDevLogs[Kickstarter] Dungeon of Zaar - Demo available (Turn based tactical)
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Dungeon Of Zaar
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« on: July 12, 2016, 05:03:22 AM »

TLDR: Turn Based and Squad Based strategy game aiming for fast sessions (10-15 min)

Dungeon of Zaar is a multiplayer turn-based strategy game where two teams of five mercenaries fight each other to death. First player to kill three enemies win the round.





Hello TIG !  

We are a small team from Paris. We are currently working on our first game, and since we finally have something tangible to show, we realized it was time to ask for your opinion and your help. We launched a Square Enix Collective campaign a while ago and the first feedback were encouraging.

Our game owes a lot to strategy classics: Final Fantasy Tactics, Magic the Gathering and the Warhammer games are our main influences, among many more. As big fans of the genre, our goal, and probably the greatest challenge here, is to provide quick games (10 to 15’ in average is our target) with a strategic depth able to meet our standards.

As if it was not already ambitious enough, we got an another dream: making this game accessible for all, including newcomers in the wonderful, but not so welcoming, world of strategy games. Hence, designing the rules, the mechanics and the interface to be as intuitive as we can is a constant concern. It’s very important for us to build a game easy to pick up which provide excellent legibility to smooth the learning curve and make the game enjoyable for newcomers. With these constraints in mind, we decided to make a turn based tactical game built on few straightforward mechanics which, once combined, allows players to plan a very wide variety of strategies and gameplay.


In short, Dungeon of Zaar is the result of our compromise between quick games, accessibility and strategic depth. Anyway, less talking more showing :D





Lore:


On the edge of a magical world awaits the Dungeon of Zaar, home of the eponym great Archmage. A century has passed since his last appearance, and all eyes are now on the Dungeon, eager to claim a share of the spoil. You are an Explorer, leading a team of mercenaries (Knights, sorcerers and monsters of all kind) to plunder whatever is hidden into the depth of the Dungeon. But beware! You are not the only one who had this idea…



Mercenaries:


A skeleton crumbling into dust at the first sign of wind, a priestess unable to heal herself, or a champion so damn absorbed in the contemplation of his own pectorals to even think about putting on a true armor… Here are the recruits who will follow you in your foolish dream. But well managed, these companions, knowing nothing but bravery and loyalty (well… at least to your purse), are powerful allies able to make you come back alive and wealthy from the depths of the Dungeon.




At the current stage, 8 different mercenaries are available. You can pick two of the same kind when building your team. We aim to offer at least 15 mercenaries for the release. Each one has 3 characteristics: power, health, movement. They also own between one and three unique abilities, passive or active. Later, the player will have to choose between various spells for each mercenaries before the fight, giving him more room to customize his team.



Objects:

Explorers are the bearers of powerful artefacts they can use to help mercenaries at key moments during the fight. The player picks 3 objects before the fight. Choosing the right objects to make up for a weakness of your team, or make sure nothing can counter your plan. This is one of the features we included to add more customization to the players’ strategies.  



Maps:


Working on the various arenas of the game is very stimulating for us. For now, we focus on adding obstacles messing with the lines of sight of range mercenaries. Maps also include interactive elements: for instance, you can shoot on a pillar, raising a bridge on the other side of the map. Loot bags will also appear on predetermined tiles, giving powerful objects to the team which succeed to plunder it first. This is useful to counter too defensive or too statics compositions, making battles more dynamic.




Later, the goal is to design game arenas portraying typical room and places in a castle: libraries, throne room, catacombs, etc. with each of them its characteristics, its “soul”.


Battle:

Each competitor plays all of his team during his turn, then gives the hand to his opponent. The first turn is exclusively used to place your mercenaries in the starting zone. You can move and attack or the other way around. You can use an object only once per turn. The fight is over when one player loses his third mercenary.  


Game modes:

The issue with a lot of different modes in a multiplayer game, are the waiting time before finding an opponent. Hence, there will “only” be three modes: one without stakes, a competitive one and an alternative “Dungeon” game mode.

In the « Dungeon » mode (the name is temporary, we will gladly welcome any suggestion), you lead an expedition into the depths of the Dungeon of Zaar. The furthest you get, the better your rewards. However, delving into the home of an ancient wizard is a perilous operation. A look at the local tavern will allow you to know the adventurers ready to escort you. Therefore, you will have to choose between 7 or 8 mercenaries to build your team. Once in the Dungeon, every loss counts: fallen mercenaries will not come to life again for the next battle, but you can recruit a new fighter between the two mercenaries you let alive from your previous fight. In the same fashion, used objects will not be available anymore for the next fight, although, some artefacts could be found along the way. A treasure is awaiting you after every win but beware! One defeat and you’re out.

Well, this sum it up. The game includes a local mode to play with a friend on the same computer. We are making the game with a PC and Mac version in mind, but, since we are working with Unity, a tablet version will ask us very little additional work.

Whatever you like the project or not, we thank you all for having read this far :D. Once again, all comments, harsh criticises included, are very welcomed :D.





« Last Edit: October 10, 2016, 01:28:26 AM by Dungeon Of Zaar » Logged

bdsowers
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« Reply #1 on: July 12, 2016, 08:06:53 AM »

Love. This looks like a strategy game I could really get into.

I also tried to go down the 'accessible strategy game' route. It's really hard to make a strategy game where the battles average 15 minutes... so hard that I botched it on my end and ended up with 30-45 minutes average, but hopefully you get it right on yours. Smiley

Are you doing randomly generated battles? How are you making going into the dungeon different each time?
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Dungeon Of Zaar
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« Reply #2 on: July 12, 2016, 01:04:54 PM »

Thanks!

We won't lie, it's a real challenge. Right now, the game average more around 20', but it mostly depends on the composition of the teams. A battle with two very defensive teams will obviously take longer than a battle with aggressive mercenaries.

Quote
Are you doing randomly generated battles? How are you making going into the dungeon different each time?

Not sure about your question here. Battles are between two players who build their team before the fight on a randomly chosen map, but the map are not randomly generated.

Regarding the "Dungeon" mode, it's where we can add fun "random-driven" mechanics since the competitive mode provide a "random-free" mode. The random will be in the composition building, since you won't have access to all mercenaries when going in the Dungeon. You will have to choose five among 7 or 8 randomly selected by the game, but a healer will always be part of the mercenaries available. After that your team will change battle after battle since you will suffer losses among your mercenaries and will have to choose among the enemies you let alive to replace them  Evil.

The objects you carry will also be randomly found on the way. We are thinking about including things like random events, decisions to take, risk of injuries, etc. which can impact your team in a good or bad way.

Perhaps were you thinking about a solo mode? We don't plan to include one. We thought a lot about it, because it's super exciting and interesting to build. But there are already many solo T-RPG masterpieces (The Banner Saga, Wasteland 2, Divinity Sin…) and there is no way we can do better with our current resources (and probably even with the resources  Grin). We rather focus on why our game is interesting, i.e. the multiplayer. More polish, more content, more balance tests. Offering a fun, fast-paced, accessible yet highly strategic game seems as valuable, if not more, as a disappointing multiplayer with a bland solo.

We hope we answer your question. If not, don't hesitate to tell us Wink. Again, thank you for your comment !

On a side note, if you have any advice from your previous experience, feel free to share it with us !
« Last Edit: July 12, 2016, 03:19:27 PM by Dungeon Of Zaar » Logged

bdsowers
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« Reply #3 on: July 14, 2016, 03:35:17 PM »

I just saw your game on GamXin (how are you liking that service)? Some of the videos you've posted there are ridiculously good. Looking forward to playing this. Smiley
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« Reply #4 on: July 15, 2016, 12:14:25 AM »

Really awesome guys !

I was looking for a fast-tactical-rpg and you provide it Smiley
That's very good.

Do you have plan to create an esport scene ?
I want to play at a competitive t-rpg Cool

How we can support your team ? Just vote on the collective website ?
https://collective.square-enix.com/projects/228/dungeon-of-zaar
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Dungeon Of Zaar
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« Reply #5 on: July 15, 2016, 12:15:58 PM »

Hello everyone,

I just saw your game on GamXin (how are you liking that service)? Some of the videos you've posted there are ridiculously good. Looking forward to playing this. Smiley

Thank! Regarding Gamxin, we just put the project on their platform. You're the first sign it's actually useful  Wink. But hey! it's free, pretty clean, and we won't say no to a chance to get more eyes on the game. We will tell you if this service seems to help us. 


Quote from: Asian85
Do you have plan to create an esport scene ? I want to play at a competitive t-rpg


So do we! Actually, yes, we hope to do exactly that. We design the game with this goal in mind. However, to succeed we really need to build a strong community, which is, well... not easy! Still, we are aware of it and we will do our best to listen and involve the players. For instance, if we got a bit more resources that we will ask for to finish the game, we plan to include some kind of tool to organise tournaments in the game. We also dream about letting players mod the game and design arenas.


Quote from: Asian85
How we can support your team ? Just vote on the collective website ?

The campaign on Square Enix Collective is over. Your enthusiasm already means a lot for us. If you want to do more, you can follow us on the usual social network: Twitter or Facebook.

We are still thinking about it, but we might try a KickStarter adventure in the next months :D. So, you could probably help us here too.

By the way, here is the third arena.




Tell us what you think Wink.

Also, a demo should be release around September.
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Dungeon Of Zaar
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« Reply #6 on: August 10, 2016, 02:05:35 AM »

Hey everyone! As we are adding content to the game, we want to talk about how the new things fit into our vision for the game. Here we discuss the introduction of a new character and a new arena.

 

Creation and design process of a new mercenary: The Sentry.


The Sentry used to be a lonely, lonely defence tower from the Dungeon.  Bored, she decided to go on her own way! This fellow has quite a fragile body and a big heart, so be nice with her and she will discharge a powerful beam stored on her energy crystal on your enemies for you.


Gameplay

Basically, the Sentry acts as a relatively static, but lethal, turret. She got the best range of the whole crew and increases her damage as long as she stays on the same place. Played well, she can reach insane amounts of damage. However, her blind spot makes her unable to strike at very close range while her poor mobility and low health make her an easy target if not used carefully.

Going against a sentry can be challenging. Close combat is very effective, yet you will need to find a way to reach her using lines of sight to protect your allies, which makes the Aquamencer an interesting choice to counter the Sentry. A knight, allowing your range mercenaries to attack while being well protected, could also give you a great trade.

Synergy wise, the Sentry works well with defensive mercenaries able to give her the time she needs to build damage and, at the same time, to protect her from your foes. The Fairy also comes to mind, as she can drive hidden enemies in plain sight. Finally, very dangerous mercenaries like the Champion provide a welcomed diversion.






Creation and Design process


Designing unique gameplay for each mercenary is a key to offer a variety of viable strategies. We wanted something dreadful to enemies coming on its sight, acting somehow like a turret. It also allows us to experiment with evolutive characters building up stats during the battle.


On the artistic side, Noe drew inspiration from the towers in Zelda and Portal to design his own vision of such a classical element of adventure games. As always, the design is also done to offer an instinctive understanding of the mercenary role. Here, for instance, the thickness of the Sentry base gives a hint to the players regarding the reduced mobility of the character.










Here is for the Sentry :D. Moving forward to...


 
New map: The Foundry. Floor is lava!


Deep in the Castle lies its warm and vibrant hearth. Ancient tales say its fire never end. A long time ago, you could have witnessed hundreds of underpaid workers and interns melting irons and precious metal there, while the finest craftsmen of the country were creating powerful relics for Zaar and his Castle.

Creation and design

The Foundry is the third arena to be implemented in the game. Taking a step back from our work, we thought the two previous ones were not providing a feeling of diversity strong enough . While we don’t want to handicap some compositions on specific arenas, the player should have to adapt his tactics to the ground. Distinctive maps equals more strategic depth and better replayability, so that's the direction we are heading now

For the Foundry, we went for a smaller, more aggressive arena, with no holes blocking the way. Following our wish to provide interactive arenas, and in coherence with the theme of the map, we also added damaging fire tiles, forcing players to think twice when positioning their mercenaries. This is a step further to allow players to use the ground to their advantage.

Gameplay

Very concretely, smaller maps mean less time before the actual fight. Regarding, the damaging tiles, there are 16 fire tiles on the whole arena, symmetrically dispatched on both side. The melted metal running under the ground will make your mercenaries sweat… and lose 1 healthwhen stepping on it or starting their turn on it. Move wisely!



            




Well, we hope you will like it :D. Also, we are going to try to Greenlight the game. Any advice ?

Have a good day !
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« Reply #7 on: August 10, 2016, 08:19:12 AM »

Woah! Great animations. Love the environments, too. Tactics games seem to be up and coming with appeal, so you're working in the right genre, that's for sure Smiley

Regarding Greenlight, I can't stress fanbase and promotion enough. It's not something that happens on its own. It will require a bit of work to grab the attention of other developers and players, especially! Your game has the visual appeal that'll attract many, however. It sure beats the heck out of a lot of other Greenlight games out there!
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« Reply #8 on: September 28, 2016, 02:58:09 AM »

Thanks Aman ! We followed your advice and have been a bit more active on the network than before and asking for feedback here and here. By the way, we have a new trailer, and we just launched ourselves in the Greenlight/ Kickstarter adventures.

The trailer:




Kickstarter
Greenlight


As usual, we would very pleased to know your thoughts on our project !

Have a good day,

Kurb Studio

« Last Edit: October 01, 2016, 02:23:26 AM by Dungeon Of Zaar » Logged

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« Reply #9 on: September 28, 2016, 04:22:54 AM »

Loving the art style.

Good luck with the Kickstarter  Beer!
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« Reply #10 on: September 28, 2016, 01:17:59 PM »

Best of luck, friends! Kickstarter is a scary endeavor, so I commend your courage in taking the plunge to participate in crowdfunding Smiley

I'll be rooting for you and spreading the word!
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« Reply #11 on: September 30, 2016, 02:15:52 PM »

Thanks ! Your support keep us going  Beer!
« Last Edit: September 30, 2016, 02:23:05 PM by Dungeon Of Zaar » Logged

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« Reply #12 on: September 30, 2016, 05:32:09 PM »

Kickstarter
Greenlight


As usual, we would very pleased to know your thoughts on our project !

Have a good day,

Kurb Studio



Hey, just thought you'd like to know your Greenlight link is broken, too much http Tongue
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« Reply #13 on: October 01, 2016, 03:00:19 AM »

Totally planned Facepalm Thanks for pointing this out to us!

On a side note, we released an alpha build to let the backers get a more tangible idea of how the game feel, look and play.



Here are the links if you wish to take a look:

PC
MAC

So here is the deal: the local mode is clean so you can play on the same device with a friend or play a bit against yourself just to see how it works.

However the online mode is quite broken. A wild issue appeared, it's our top priority right now, we got the Pentagon, the NSA and the European Parliament on it... Ok, just joking, but the two devs are on a coffee-only diet until it's fixed. You can still try to play the online mode but you might encounter a weird bug announcing the victory or the defeat without apparent reasons.

We would really love to have your feedback.
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« Reply #14 on: October 10, 2016, 02:02:09 AM »

Thanks to the awesome steam's community, we have been greenlit one week after launching the campaign. Cheers!  Beer!. On the Kickstarter side, we just reached one third of the goal. 22 days to go!








We are currently finishing the design of the tenth mercenary to join the cast: the... Well we don't know how to name him yet. Right now, we are refering to him as "Blob". All suggestions are welcomed!





We want him to be an alternative to the knight as the tank of the team, with the emphasis put on controlling and annoying his ennemies rather than on the protection of the allies. The kit is not set in stone yet, but the core of his abilities consist of harmful status effect (slow, blind).


Here, you can witness a couple of Blob looking to educate themselves in the Library of the Dungeon.



Have a good day!

  

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« Reply #15 on: October 16, 2016, 10:04:09 AM »

Hello,

quick update to let you know we are livestreaming on twitch now, playing against viewers and backers!

The stream will be mostly in French, but feel free to ask us questions in English and we will answer them with pleasure!

Before you play, you will need to have at least one team built and saved. You can do this from the Camp Menu, accessed at the top of the screen. There you can build a team of 5 mercenaries and give them up to 3 items. Click save to the left, and you will be prompted to name the team and save it. After that, you are good to Enter the Dungeon and Beat the devs at their own game (litteraly)!


Have fun!
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« Reply #16 on: October 16, 2016, 10:27:43 AM »

Hey! Good morning!

We texted you about a mutual shout out! (:
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« Reply #17 on: October 16, 2016, 10:31:27 AM »

Wow, this looks awesome. The art style has a ton of charm to it. Good job! Also congratulations on getting greenlit Smiley
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« Reply #18 on: October 17, 2016, 12:01:17 PM »

Hey guys!

Chrilley! Thanks, your last screenshots are also amazing. We are particulary impressed by the sick animations! Keep going  Gentleman

BeautifulGlitch: Great, we have answered! Good luck for the incomming campaign.

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« Reply #19 on: October 18, 2016, 03:05:43 PM »


This is a new concept for the next mercenary; it should be an hybrid between a healer and a tank with a bit of crowd control. What do you think?

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