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TIGSource ForumsCommunityDevLogsVoxel Tactics - A tactics RPG inspired by FFT and Tactics Ogre
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Author Topic: Voxel Tactics - A tactics RPG inspired by FFT and Tactics Ogre  (Read 4787 times)
AlwaysGeeky
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« on: February 25, 2020, 06:57:14 PM »

Voxel Tactics
New turn based tactical game, heavily influenced by similar classic games such as Final Fantasy Tactics, Tactics Ogre, and Vandal Hearts. Fully 3d and utilizing a voxel aesthetic and voxel technology to enhance gameplay and bring new innovation to the tactics RPG genre.

Features
  • Turn based tactical combat
  • Dynamic maps and terrain
  • Unique classes and jobs
  • Lots of weapon and item combinations
  • Different attack types - melee, ranged, magic, summons, mystic attacks, terrain manipulation
  • Customizable party and characters
  • Non-linear story and progression (multiple game/story altering choices and endings)

Help Wanted
At the moment the game is still very early in development and there is lots of design and development going into the gameplay and features, as well as figuring out some core aspects of the game, such as the look and feel, the art style, character designs, story/dialog, etc.

Therefore we are currently looking for assistance and collaboration in the following areas:
  • Art and design
  • Voxel modelling and art
  • 2D - GUI, HUD, Frontend
  • Audio design
  • Story and character development

If you are interested to discuss any topic above, please get in contact with us.

For the latest developments and to find out more information, please check out: http://www.twitter.com/alwaysgeeky

Videos:



(Latest gameplay)




(An example of some voxel tile tech that will be used)

https://www.youtube.com/watch?v=F-AYOeYACy0
(Sample gameplay)

Images:








Stay tuned for more updates on the gameplay features and upcoming mechanics

Links:

- AlwaysGeeky
« Last Edit: December 02, 2020, 12:53:19 PM by AlwaysGeeky » Logged
AlwaysGeeky
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« Reply #1 on: March 01, 2020, 08:47:31 PM »

Update Video with some improvements and polish on camera work and animations:



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AlwaysGeeky
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« Reply #2 on: March 09, 2020, 07:35:47 PM »

New features and changelog:

  • New camera modes - orthographic projection looks much nicer with voxels.
  • New enemies, slimes, zombies, skeletons.
  • Added archer and ranger player class.
  • Magic attacks (can attack ground tiles and hit neighbours).
  • Big improvements to the rendering and art style.
  • Wall tile animations and occlusion culling for walls that are obstructing the battlefield.
  • Full gameplay flow including enemy AI for enemy character turns.
  • GUI and HUD improvements.
  • Quick camera rotation, quickly flip the battlefield 90 degrees.
  • Camera focus mode on attack.

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Beastboy
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« Reply #3 on: March 09, 2020, 10:42:26 PM »

I love voxel art but in this case looks a bit depresing but maybe thats what you aim for
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AlwaysGeeky
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« Reply #4 on: March 10, 2020, 08:48:05 PM »

I love voxel art but in this case looks a bit depresing but maybe thats what you aim for

What do you mean by depressing? Could you elaborate on what gives you that feeling, and in what context do you mean depressing?
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AlwaysGeeky
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« Reply #5 on: March 15, 2020, 12:31:01 PM »

New camera movement demonstration and wall animations:



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AlwaysGeeky
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« Reply #6 on: March 24, 2020, 01:20:30 PM »

Battle Intro:



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AlwaysGeeky
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« Reply #7 on: March 31, 2020, 10:22:26 AM »

Item interactions during battle:



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AlwaysGeeky
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« Reply #8 on: April 07, 2020, 09:26:53 AM »

Some new screenshots, showing the new shader and lighting improvements and WIP on GUI and end-battle screens:





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AlwaysGeeky
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« Reply #9 on: April 08, 2020, 03:28:34 PM »

Latest gameplay video:



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AlwaysGeeky
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« Reply #10 on: May 04, 2020, 07:53:36 AM »

Party Roster Screen - showing all the different characters in your party and allowing you to change equipment, skills and classes.

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AlwaysGeeky
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« Reply #11 on: August 14, 2020, 08:57:04 AM »

Some more progress:

Video: https://i.imgur.com/YhXJ6qm.mp4

Video: https://imgur.com/Nc8t9hS




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Beastboy
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« Reply #12 on: August 14, 2020, 11:32:25 AM »

Love the visuals and the gameplay seems right up my alley
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Sp1ke
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« Reply #13 on: August 15, 2020, 12:05:09 PM »

A rotating camera is a very good idea. I hope that at higher levels (bigger stages) in won't get cramped a bit.
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AlwaysGeeky
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« Reply #14 on: August 17, 2020, 07:01:05 PM »

Thank you Beastboy and Sp1ke for the feedback.

I've been trying out some new font tests, to try and make the GUI feel less developer and more game-feeling.





More font and UI work to come...
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AlwaysGeeky
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« Reply #15 on: August 24, 2020, 06:00:19 PM »

Progress on the delayed and charging skills and magic casts - also adding a nice graphical interface to show the turn ordering:

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JobLeonard
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« Reply #16 on: August 25, 2020, 04:41:25 AM »

Nice, subbed!

Regarding your last post: what do you think of Fae Tactics' interface changes to speed up the experience? Are you going to experiment in this space?

Asking because I both really enjoy and hate tactics games. I love the depth, but I hate to cumbersome the interface is. I still have to try Fae Tactics myself but I heard that they really streamlined the interface.

(not suggesting you copy them but curious what your thoughts on this aspect of the genre are)
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AlwaysGeeky
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« Reply #17 on: August 26, 2020, 06:36:18 AM »

Awwww thanks JobLeonard!

Regarding the interface and improving the experience, I am not going as full on 'interface-less' like Fae Tactics has done, but I have many plans and ideas to streamline the gameplay and bring the genre up to date a bit.

I want to capture the feel and enjoyment that FFT brings and keep the experience the same, but at the same time cut out a lot of the gameplay frustrations and also add new elements and aspects that have evolved in gameplay and gaming over the past 20 years.

I will provide more details on those specifics soon. Smiley
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AlwaysGeeky
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« Reply #18 on: August 29, 2020, 08:40:17 PM »

More progress on GUI and interface and menus... really is a lot of interface work that is required for RPG games, it never occurred to me the amount of GUI and menus that we use when playing RPG and similar games; stuff to set equipment, skills, magic, etc. This is hard work to make it feeling nice and playing fun, without being a burden on the player with lots of menu navigation.

Equipment change during battle:


Setting the skills for characters in the party roster screen:


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JobLeonard
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« Reply #19 on: August 29, 2020, 11:44:24 PM »

Quote
This is hard work to make it feeling nice and playing fun, without being a burden on the player with lots of menu navigation.
And the worst part is that if you do your job right, almost none of the players will notice!

Luckily you have your devlog where we can appreciate your efforts Wink
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