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  Click here to go to the first staff post in this thread.   Thread: Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

  1. #1
    Junior Member Bantichai's Avatar
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    Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG

    Greetings, fellow gamers.

    Dead Monarchy is my passion project, the closest I can get to my dream game on my own. I have been working on this full-time for a year and a half but it has been in conceptualization since I was 18, I am 24 now.

    As of now, I am still working out the kinks in my combat system, there is a lot of polish that I am still working on implementing but I feel like it's at the stage where I can show it off to at least give you guys some sort of idea of what direction I'm going in. As of now I am concentrating on getting the combat demo done, as I am a one man indie team I have to direct my focus to one thing at a time. That said, I have outsourced some work to a coder and a modeler.

    I have a really old video on youtube which was the first development blog detailing the combat system. A lot has changed so quite a bit of that info is dated. At the end of the day though, my combat system does take a few pages out of Banner Saga's book. I finished the first game and really enjoyed it. The other influences would be Battle Brothers, XCOM, Jagged Alliance and bit of Age of Decadence.

    I'll be using this thread to post updates every week or two

  2. #2
    Junior Member Bantichai's Avatar
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    Another update on the armor progress. Armor is still WIP, materials haven't been properly configured yet and the lighting is flat. Nevertheless, I wanted to show how progress is coming. So far in this build, there are 7 equipment parts. Head, body, legs, feet, shoulders, hands and under-layer. Whether or not I will keep it, is not confirmed as I'm sure other issues will arise. Nevertheless, things are looking quite promising.


  3. #3
    Skald Aleonymous's Avatar
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    Hello there and welcome to the forums

    Working solo is super hard, I suppose, but then again you have full control over your game. Some guys even managed to reach huge success in that way (Re: Stardew Valley). In any case, we'd be excited to learn about your project.

    Is this your YouTube channel? https://www.youtube.com/channel/UC0L...H7HQAojkvuKjPA
    Together we stand, divided we fall.

  4. #4
    Junior Member Bantichai's Avatar
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    Female armor, I've decided to reuse the male base meshes, so no boob armor. I like it this way more realistic


  5. #5
    Junior Member Bantichai's Avatar
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    Thanks for the warm welcome! It is super hard but you are correct I have absolute control. That is indeed my youtube channel, it needs an overhaul as does my website. Once my posts get approved, I should be able to post all my updates so far to this date. I'm getting the most amount of traction of RPGCodex so I post my updates there first then branch out.

  6. #6
    Junior Member Bantichai's Avatar
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    For those with +10 perception, you might have noticed that the majority of my screenshots have no shadows. Unity's take on shadows isn't that great honestly, it is more or less a brute force algorithm that at the minimum, doubles the amount of tris/faces you need to draw. Today I wept tears of joy as I got my shadow proxy method to work in Unity. Before shadows were pretty taxing but I've gained quite a bit of performance by essentially projecting a low poly model in place of the actual model. Given that the camera is drawn out as well you can't really see the difference.

    I'm a little bit more confident now with shadows in Unity and will use them a bit more liberally, I did a lot of model optimization as well and so far I'm pretty happy with the performance of running 50 skinned meshes (models) + shadows. These are still stress tests and nothing is 100% concrete but if I was a player, I'd be salivating at the mouth for being able to field 25 units in a battle. If I do decide to go with this many units, these field/line battles definitely won't come by easily.

    The picture below shows 40 units, will post some more pictures later.


  7. #7
    Junior Member Bantichai's Avatar
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    Did you want padded armor or a padded guy? The character system that I'm working with allows body morphing which means I can create different body shapes. I think it adds a little bit more realism as opposed to everyone having a body sculpted by the gods. Gluttonous trait?


  8. #8
    Junior Member Bantichai's Avatar
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    The latest set is on the left, this will be the last armor progress pic for a while as I am now turning full attention to tidying up the combat demo. You can see how existing pieces from the first set trickle down into other sets of armor. There will no doubt, be plenty of customization options in Dead Monarchy


  9. #9
    Junior Member Bantichai's Avatar
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    Well I lied, this one will be the last. To round everything off, an example of armor progression for the first 3 sets in Dead Monarchy. Quite happy with the variety I got from only 3 sets


  10. #10
    Junior Member Bantichai's Avatar
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    Quote Originally Posted by Aleonymous View Post
    Hello there and welcome to the forums

    Working solo is super hard, I suppose, but then again you have full control over your game. Some guys even managed to reach huge success in that way (Re: Stardew Valley). In any case, we'd be excited to learn about your project.

    Is this your YouTube channel? https://www.youtube.com/channel/UC0L...H7HQAojkvuKjPA
    Thanks for the warm welcome! It is super hard but you are correct I have absolute control. That is indeed my youtube channel, it needs an overhaul as does my website. Once my posts get approved, I should be able to post all my updates so far to this date. I'm getting the most amount of traction of RPGCodex so I post my updates there first then branch out.

  11. #11
    Junior Member Bantichai's Avatar
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    Just a small update on the interface again. Added some additional headers, change some statistic names and the main thing is I've done the tooltip for the items. Once again some of the stuff, including descriptions, icons (plate icon - lamellar name) and item effects are placeholder. Quite happy with the progress on this interface, to me it is something that can definitely make or break a game.


  12. #12
    Junior Member Bantichai's Avatar
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    Also, another set has come through and I've ready to show it off. The great helms have quite a lot of variation, there will be plain great helms, decorated helms (with rings) and fully decorated (with helmet piece and rings). I haven't settled with the naming convention, but just wanted to point out the modular nature of some of the armor pieces. I've settled with 3 slots for armor, Head, Body and Legs. The reason why I've gone with this is because the armor zones tie directly into gameplay as they are each a stat and that stat represents the durability of each piece.

    More details will come as I come closer to the demo, the other reason why was there was too much clipping with some existing sets and I would of had to rework a lot of the base meshes to avoid clipping. It got to the point where armors looked too similar and lacked striking/prominent features as too much emphasis was placed on not having armors clip. That said, I think there is still enough base variation with 3 slots also the individual pieces like shoulders and wrists will be bundled together with chests, so within base sets there would be progression within it as well. IE chest, chest with gauntlets, chest with gauntlets and shoulders.


  13.   This is the last staff post in this thread.   #13
    Community Manager Khatie's Avatar
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    Welcome to the Banner Saga forums - and thank you for sharing this with us! We'll be watching your progress with interest.

  14. #14
    Junior Member Bantichai's Avatar
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    Quote Originally Posted by Khatie View Post
    Welcome to the Banner Saga forums - and thank you for sharing this with us! We'll be watching your progress with interest.
    Hi Khatie, once again thanks for the warm welcome! More info will be coming as the weeks progress

  15. #15
    Junior Member Bantichai's Avatar
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    The equipment interface is near completion. Today I rigged up the model cameras and also did some icons for loot. I'm still deciding on the final style for the loot/equipment icons but I've decided to go with colored icon backgrounds with colors that match the appropriate loot quality. IE purple backgrounds = legendary or epic equipment depending on the naming convention. The backgrounds themselves are a bit more on the artistic side as opposed to just a flat color.

    The icons themselves too, I'm deciding on whether I should have slightly abstracted icons, ie a chest plate represents the entire body piece, or more accurate icons that include all the components of the chest piece. Both have their own issues to deal with, but I think with the amount of equipment in this game, I may have to lean to the second opinion or find a balance in between. IE the same chest plate mesh right now, would be appearing on more than 1 chest armor, so it may get confusing if the same icon is used. For now I'm just using the basic models to give you guys an idea and also to make testing for myself easier. Moving away from the placeholder icons to custom made ones.

    I'm quite happy with the model viewer, I've also thought small touches like that really draw me into the games. Aside from that, a couple more improvements to the skill tree side. Also a note on classes, classes are in but they are loosely assigned. IE a guy who is more proficient with a 2-handed sword could still be a 1 handed duelist but the perks assigned to him would not be utilized as well.

    Also I wanted to mention, the icons will match up with the armor, right now I just wanted to quickly do up some icons from another armor set that I have not yet fully rigged. It should however, give you an idea of the direction that I'd like to go in.

    Last edited by Bantichai; 10-16-2017 at 05:20 AM.

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