Thanks all for the kind words! @undeadcow - There's some early video on the site, and footage of the combat engine in action will be coming soon! I'm testing the game on my iPhone and I think it looks good so far- the ability to zoom in & out definitely helps. And yes, there will be snow
Whoa, this looks amazing, congrats on all the great work so far! Seems to be a real labor of love. And after seeing the new screenshot with the super subtle grid, I can't wait to see the combat in action. (Oh, and I'd love to help/play/fiddle if you ever need beta testers!)
You probably didn't realize, but your Facebook link in the original post is wrong. Not a big thing but still.
Thanks guys. Wok, still a little ways from beta, but will definitely post here once it's ramping up. Rikku, thanks for the heads up- looks like the post is locked at this point though unfortunately...
I agree with everyone's comments. Definitely looks fantastic! Oh, you're having a beta? Have you got some testers?
Congratulations on the fromt page article! Link: http://toucharcade.com/2013/04/23/liege-is-an-upcoming-hand-drawn-strategy-rpg-that-youve-just-got-to-see/
The Cast! Hey! So here's some concept artwork of the playable cast. They're still a bit rough, but they'll do as an intro for now. I may share some more details on each of the characters over time, but I'll probably save most of that for you to discover in the game Also, here's a bit of (very poor) video from the 4/30 meetup which shows some recent progress and a basic example of the combat engine in action. Excuse the video quality (filmed/cropped from an iPhone)... will try to get some better footage up with more details soon. Coming up: a new (castle) environment! Stay tuned!
This game looks really interesting, and the concept art is stunning. Definitely keeping an eye on this one.
Very nice character art; it seems the crew is lead by two mysterious brothers. Interesting video. Looking forward to more details.
Big, late June update Hi! Couple updates today from my devlog: [img width=600]http://www.codagames.com/wp-content/uploads/2013/06/01-rampartRun-800.png[/img] I've really begun to make full use of the character sprite generation pipeline I mentioned in an earlier post. Here's a high res of some character animations generated using the process (click for full resolution): I've also been putting together an official reveal video trailer for the project that I'll be sharing early next week, along with a Kickstarter campaign for the project! With the reveal and campaign launch, I'll be sharing much more in-depth info on the project, including details on what I'm aiming for with the story and combat system. The next week should be filled with lots of updates- follow along on by liking me on Facebook and following me on Twitter!
@Almy - Thanks! More to come on the story very soon! As far as the length, my hope is to keep it on the shorter side and dense, rather than padding up the hour count with a lot of fluff. @Alister - Sure, I'll be sharing much more details in the week to come, but here are some of the main ideas: - The game is class based, with 10 classes in total. Each class has certain strengths/weaknesses (i.e. rogues are nimble, deal low damage unless flanking or attacking from rear, archers deal ranged attacks but are highly vulnerable, etc). Classes have "perks", which are intended to interact in interesting ways (i.e. you can arrange pikeman into a phalanx with strong directional defense to defend your archers in the rear, certain classes of knights can break the phalanx). There's also a concept of banners, which grants additional unit perks (i.e. blue banner swordsmen deal extra damage, green banner has improved archer accuracy, etc). - Grinding/maxing stats, etc. isn't really the main focus in the game. The game's main emphasis is on spatial elements like unit placement, attack range, etc. I love the complexity of tactical RPGs like FFT, Fire Emblem, etc. and the minimalism/simplicity of Chess, so my hope is to have the game feel somewhere in between. - One of the key mechanics is that unused actions during your turn determines your defense during the enemy's turn. This is similar to Hunters if you've ever played it, except instead of "patrolling" your field of view, your unused actions allow you to evade/parry attacks. I like this mechanic, coupled with the fact that single strikes can often be fatal, since it prevents players from tanking blindly into battle and encourages thoughtful offense. - Combat takes place on the same maps/terrain as the rest of the game, since seamless integration to the game's narrative/exploration elements is a key focus for me. Ok, that was longer than expected, but let me know if you have any more questions! @_Max_ - Thanks! Haven't had a chance to play it, but am hoping to get a chance one of these days!
amazing The description of the battle system, the artwork...everything looks awesome. I cannot express how excited I am for this.