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7(Early Dev)possibly recruiting spriters
#1
Specifcs about the game.
JANUARY 20- UPDATED GAME INFO
Title: 7

Genre: RPG, Strategy, Turn-based, old school 16 bit

Multiplayer: 2+ player coop and VS Challenger ladder system

Amount of playable Characters: 7

Number of class: 29; Novice, 1st tier: 7, 2nd tier 21( plus dual classing 2nd tier)

Does my Characters Sprite have to be any certain class or build: No, 7 is built around personal freedom when it comes to classes, skills, stats, equipment. If you want 7 Pillager Priest then go for it.

Classes: look at the picture uploaded for it.

Is the game linear: No, free roam and the choice in doing any quest.

What will my Character look like: That depends solely on your equipment, your class selection does not determine what you look like.

Will there be a way to modify my equipment look: Yes, there will be multiple colors schemes for each armor piece as well as having the ability to upload your own sprites later on.

How many hours in gameplay is there: 86+ hours of just combat, that is not counting questing, crafting, travel, misc time.

Crafting: Yes, you will be able to craft equipment from smelting down other equipment, broken and not broken, as well as potions, foods, bombs, and etc through certain classes and npcs.

What if I do not like an item's perks: There are npcs and classes that can modify items to make them "reroll" their perks.

So why worry about the time it takes to liberate a region in 7: The way the region system works is that the occupied forces will take back liberated regions if you take too long.

What's the overall cost look out going to be: $20 at the end, you can pick it up cheaper if you help the kickstarter.

Any mircotransactions or dlcs that cost money: No



The Game "7" takes place in the world of Simaril, where magic is used daily with the very beginnings of steam machines coming into play. The realm is made up of 7 kingdoms, each with 7 regions that need to be liberated from the religious usurpers of the throne.
The player is giving 7 characters to take a realm back from the leaders of a religious coup. Each character is a blank slate that the user gets to micro manage the character's 6 different stats, the 21(possible up to 42) different classes with dual classing available, skills and equipment. There is only 1 restriction on equipment, which is weight.
As the player is battling their way through the kingdoms, they must pay attention to the amount of time it takes. If the user takes too long to take the regions, the regions will start to reoccupy the liberated regions. To clear a kingdom, one must take the castle but beware not to push straight towards it as the castle will be guarded by additional forces equal to the occupied regions in the kingdom.
The player will also face forces of the 7 elements; Earth, Fire, Wind, Water, Aether, Light, and Dark. And battle 200 completely different enemies and 20 Bosses, with an estimated time of 86 hours of combat.
Between classes and NPCs the user will be able to craft armor, weapons, and healing items as well as changing up to 3 perks and/or elements per item. With over 21 weapons and 9 different armors over 3 different styles( with possible more styles).
This game will be 16 bit and is a turn based game, the sprite you see is an example of what we are looking to have for the game(with a head included of course). There is a planned co-op mode for up to 7 people, vs-mode, map editor, and a end user sprite importer. The sprite importer system gives the end user the ability to change the sprite look of character armor and weapons, with the possibility for enemy forces as well. We will also be offering up a sprite service for folks that are not very good at making sprites.
When all said and done this title will be up on steam for PC, Mac and Linux as well as be available for Xbox, PS3/4, Wii-u, iPhone, and Android. So you can pull your game and play anywhere with anyone.

Below is more content about the game

[Image: 1555471_271651426326834_1589924564_n.jpg]

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I will include the map when I am done making it "pretty".


If you have any questions about anything ask and I shall answer. Thank you for your time.
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#2
Ignoring the absolutely unrealistic goals you've set for this game, I'd like to know exactly what you've got planned for the combat mechanics. "Turn-based" doesn't really cover it for me considering the claim of "86 hours of combat" (not sure exactly where you got that number from), and I have absolutely no idea where you're going with the liberation thing.

I apologize if I come across as a bit rude but it feels like you're just presenting us with a bunch of ideas, not an actual thought-out concept for a game. A tip would be not to create a topic this early in production. Wait until you have more to show than an unfinished sprite, maybe some early gameplay footage so we can see what it's all about.

Give it some time. Rushing big projects like this is never a good idea, trust me. I've scrapped my share of games myself.
Thanked by: Gors
#3
(01-22-2014, 03:34 PM)Sunlight Wrote: Ignoring the absolutely unrealistic goals you've set for this game, I'd like to know exactly what you've got planned for the combat mechanics. "Turn-based" doesn't really cover it for me considering the claim of "86 hours of combat" (not sure exactly where you got that number from)

playing devil's advocate here, you COULD assume he's written the engine and created enough maps for it to actually be a few dozen hours

but "early dev" is written right there in the title so
lol?

(01-20-2014, 06:12 PM)Isaimu Wrote: When all said and done this title will be up on steam for PC, Mac and Linux as well as be available for Xbox, PS3/4, Wii-u, iPhone, and Android. So you can pull your game and play anywhere with anyone.

yyyyyeah. Are you going to be programming this game?

Because licensing costs on each console and platform costs and arm and a leg. I'm not sure if Kickstarter's going to even start covering your fees here.

honestly though, i really like TBS strategy games...here's the humongo-question, the maker or breaker:

I like Fire Emblem. I like how it's deceptively difficult, and obnoxiously meticulous already. And I can see a lot of parallels with Fire Emblem already (especially the Skill system from the latest game in the series, as reflected in your class spreadsheet)
What would sell me on this game over say, Fire Emblem, or Disgaea?
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! ! ! ! ! ! ! ! ! ! ! ! ! ! ! refs
shoutouts to cutesu for the new av!
Thanked by: Sunlight
#4
(01-23-2014, 12:56 PM)Kosheh Wrote:
(01-22-2014, 03:34 PM)Sunlight Wrote: Ignoring the absolutely unrealistic goals you've set for this game, I'd like to know exactly what you've got planned for the combat mechanics. "Turn-based" doesn't really cover it for me considering the claim of "86 hours of combat" (not sure exactly where you got that number from)

playing devil's advocate here, you COULD assume he's written the engine and created enough maps for it to actually be a few dozen hours

but "early dev" is written right there in the title so
lol?
(01-20-2014, 06:12 PM)Isaimu Wrote: When all said and done this title will be up on steam for PC, Mac and Linux as well as be available for Xbox, PS3/4, Wii-u, iPhone, and Android. So you can pull your game and play anywhere with anyone.

yyyyyeah. Are you going to be programming this game?

Because licensing costs on each console and platform costs and arm and a leg. I'm not sure if Kickstarter's going to even start covering your fees here.
Thanks for the questions, and yes it is in early dev, for the main reason is lack of artwork. Which is why I have a post looking for some to be done on commission.

To develop for Nintendo Wii, Xbox 360, or PlayStation 3 requires an SDK license fee of between US$2,000 and $10,000, in addition to yearly developer fees and profit cuts, although development for Xbox Live Indie Games only requires a $99/year Creators Club membership and Microsoft takes 30% of sales. Microsoft does provide a free membership to the Creators Club to students via the DreamSpark program. Indie game developers can also use homebrew development libraries, which are free of charge, and usually open source.(http://en.wikipedia.org/wiki/Independent...evelopment)

The consoles will be done when we have the ability too, in the kick starter campaign has the fund levels set so those can be bought when needed.

Though I am writing the code myself in C++, not completely done with it. The hours calculated were done by a (random number between the highest and lowest amount of randomly generated battles+ triggered battles) *5 mins per battle. considering 30% will be 2-3 min battles+50 % 4-6 min battles+20% 6+ mins battles

Now the world size in relation to your characters, 1 region will take roughly 4-5 mins to walk across with no enemy encounters or stopping, and there are 49 different regions. The map of the world has been drawn up since day 1 and I will include it in the post following this one.

I am a programmer not an artist, the sprite was something a friend whipped up for me.

Quote:honestly though, i really like TBS strategy games...here's the humongo-question, the maker or breaker:

I like Fire Emblem. I like how it's deceptively difficult, and obnoxiously meticulous already. And I can see a lot of parallels with Fire Emblem already (especially the Skill system from the latest game in the series, as reflected in your class spreadsheet)
What would sell me on this game over say, Fire Emblem, or Disgaea?

There are quite a few things;
1. Sprite customization, your sprite, no matter the class, look is all dependent on what gear you have. Each kind of armor(light/medium/heavy) has 3 versions and the color scheme will be changeable as well. example: Character class: mage, you could wear light/medium/heavy equipment if you can have the carry weight available.
On that note, after a certain time period there will be a sprite importing service, as well as a sprite making service. so you can import your own hair styles, armor, eyes, colors, and etc that others will be able to see and in multiplayer co-op.

Community made landscape tiles and sprites will be introduced into the game during events(Halloween, Chinese new year, etc)

2. Co-op through the campaign or custom levels made by you or a community made map and a VS- mode.

3. Equipment craft and modification system for existing equipment through npcs or classes on a larger scale than the other 2 games mentioned.

Pendent, Chest, Boots, Shoulder, Leggings, Helm, Gloves, Arm Guard, and Belt can have these perks and their values: Character points(Strength, Agility, Dexterity, vitality, Intelligence, and Luck), Defense ,Magic Defense, Health and Mana.

Rings: Hit rate, Magic attack, Physical attack, Defense, Magic Defense, Health and Mana.

Shield: Defense or Magic Defense

1 handed: sword, mace, hammer, katar, pistol, dagger, orb, wand, and baton ; and 2 handed: sword, mace, hammer, spear, bow, crossbow, steam rifle, tome, staff, power bow--Perks are: Attack, Magic attack, Defense, Magic defense, Element(Fire, Water ,Earth, Wind, Aether, Light, or Dark), Range increase, life leech, Mana leech, Crit damage, Def bypass, Mdef bypass, Health, Mana, Crit rate, Break Weapon, Break Armor, or Crit Protection


4. Class selection for each character is up to you as well as the skills from that class. On top of which you get the choice to dual 2nd tier classes any of the 7
characters

5. When able to, you will be able to pick up your cloud saved game and play it on a pc(mac and linux)/console/ or smartphone.


6. Different dialogue options depending on class and character stats for chances at easier quests, gaining allies, or information.


I like the questions guys. keep them coming.

The map without much detail:
[Image: 1559319_279499902208653_2062322107_o.jpg]
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