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Featured Projects => Lexima Legends - Paths of Strife => Topic started by: Blizzard on May 23, 2020, 09:59:14 am

Title: Playable Tech Demo
Post by: Blizzard on May 23, 2020, 09:59:14 am
Lexima Legends - Paths of Strife

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INTRODUCTION

This game is a strategic RPG inspired by the games Ogre Battle: March of the Black Queen for the SNES and Ogre Battle 64: Person of Lordly Caliber for the N64.

The core game mechanic revolves around moving and placing units on a map in semi-real-time (it's possible to pause the game). Units are comprised of several characters. When one of your units meets an enemy unit, they engage into a short and mostly automated RPG-style turn-based battle.

You can create and organize units from a wide variety of characters as you see fit. The characters themselves have RPG-style stats and grow stronger as they attain more experience.

The game is planned as a commercial release. The first release will be on Steam and possibly itch.io. Android and iOS versions are planned later on as some GUI changes will be required in order to make the game work better on the small screens of mobile devices and touch interfaces.

SCREENSHOTS

Spoiler: ShowHide

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THE STATE OF THIS TECH DEMO

This playable tech demo is meant to show off a majority of the features that will be present in the final game.

The game was designed to be played with mouse and keyboard.


Most menus are done or require only minor changes. Some menus are bare-bones and will be redesigned entirely.

The gameplay includes the most important features such as map movement, battles, handling of units and characters, classes, etc., but there are still some finer features missing such as a day and night system, a weather system, etc.

A good deal of the graphics are also final (menus, character art, map tiles, etc.), but there are obviously still many placeholders. Please keep in mind that the placeholders are not bare-bones! That means that you are free to give feedback on any graphics you want even if it is potentially a placeholder.

Some of the music and sounds are final. Others won't be used where they are now in the game.

The demo features one simple mission on a large map with basic enemy AI in place. The mission takes 30-90 minutes to complete, depending on your playstyle and how far "off course" you want to explore the map with your units.

For simplicity's sake, there is a single Quick Save slot that can be accessed from the in-game menu in order to save. To load your game, select the Continue from the title screen.

As this tech demo does not include any tutorials whatsoever, you are encouraged to experiment and explore the menus at your own convenience. There are a lot of minor details and features that will not be explained here.

IMPORTANT GAMEPLAY MECHANICS

Again, as this demo has no tutorials, the most relevant gameplay mechanics are explained here.

Information about the map:



Information about units:



Information about characters:


Information about battles:



OTHER INFORMATION

As this tech demo is intended to showcase gameplay only, I will refrain from going into detail for the planned story and keep things more on a conceptual level.

The core idea is to explore the concept of choice and consequences. I have crafted a dynamic story with multiple paths and multiple endings. Your behavior as a player and the choices you make during both missions and cutscenes will influence how the story progresses, what events take place and how it ultimately concludes. In the story I am also exploring other interesting concepts and opposing perspectives and morals between protagonists and antagonists.

There are a number of main characters (including you, the player character) that carry the story itself. But there is also a high number of recruitable side-characters (I expect at least 30) with their own backstories and side-quests that you can do during missions. IMO the original Ogre Battle games had a lackluster mechanic of this and I wanted to iterated and improve upon this.

Sounds too ambitious? Not really. As the game will have a mission-like structure, it's easy to contain individual side-stories. It's also not much of a problem to include certain characters in events or cutscenes later on. Obviously the number of paths the player can take is limited and so is the number of endings. But compositing all the player's actions, all the side-quests they did and characters they recruited into a satisfying epilogue is not that hard. A quality delivery of the story in itself is much harder.

How did it all even start?

A few years ago I realized that a game like this wouldn't require too many graphical resources and a lot less maps than my previous project, yet it could have a lot more playtime. This first realization gave me the initial idea to make a game like this. I first experimented with RPG Maker MV to see if some things were even feasible. After a few months of experimenting, I realized that I basically already started working on a new game. As time passed by, I actually decided to invest some money into custom graphics and licensing some music. From what I can personally say, I think it was a very worthwhile investment.

DOWNLOAD LINK

You can download the game from here:
DOWNLOAD (https://downloads.lexima-legends.com/llpos/llpos-tech-demo.zip)
Simply unzip and run Game.exe.

As the credits are a bit lengthy, they will not be posted here. You can be access them from the title screen and they will be displayed upon demo completion.

MISSING FEATURES


PLANNED IMPROVEMENTS


EXPECTED / POSSIBLE BUGS


REPORTED BUGS


Critical feedback is much appreciated!