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Liege - All News

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Thursday - March 20, 2014
Monday - November 25, 2013
Monday - October 14, 2013
Saturday - August 31, 2013
Tuesday - July 30, 2013
Sunday - July 21, 2013
Box Art

Thursday - March 20, 2014

Liege - Post-Funding Update #26

by Couchpotato, 03:54

John Rhee of Coda Games has released a new post-funding development update for his funded RPG Liege . It has been a while since the last update so this is good news.

Development

Code-wise, my focus has been on combat UI and AI.

The UI still needs some tweaks, but the functionality’s coming together pretty nicely.

The AI’s been trickier to get right. Since one or a few bad moves in the game can be fatal, the AI can’t get away with attacking blindly on sight. At this point, it manages to do a pretty good job of predicting future outcomes and avoiding very poor to suicidal moves, and instead of charging blindly, it tries to wait for openings to strike. That said, teaching it to play well while leaving opportunities for players to gain an advantage will take some time to get right. 

Anyhow, here’s a video! 

Things are still rough overall, and there’s a ton of placeholder assets everywhere. I’ll be focusing on characters and animation once we’ve finished nailing down more of the core gameplay elements. Things should start looking much more interesting once that's done and I can start implementing class abilities.

Lastly, I'll be at GDC next week with Kalen. If any of you will be there as well, let me know. I’d love to hear from you!

Monday - November 25, 2013

Liege - Post-Funding Update #24

by Couchpotato, 04:37

In the latest post-funding update for Liege we get a status update, new video, and news about the game on Steam Greenlight.

Hi everyone! Busy month, lots going on. Here’s the run-down:

Greenlight

We’ve been Greenlit for Steam! Thank you to all of you who voted for us and helped spread the word! Anyone interested in PC/Mac/Linux copies will be eligible for Steam keys, just be sure to indicate your preference when we send out your surveys.

Moving 

Since our last update, I moved out to the west coast to be closer to Kalen and Aakaash. Working side by side with Kalen has already made a huge difference as we continue to refine the art direction and set up our asset pipeline to fit our technical constraints. Check our our sweet digs! 

Development

FInally, on the code side, pre-production continues. Here's a screen of what my workspace is looking like to demonstrate some of what I've been focused on.

Breakdown: 

1) Building customized editing tools in Unity to streamline our workflow 

2) Early performance profiling with our new architecture

3) Re-writing core functionality (movement/animation, the tactics engine) 

I'll try to do a walkthrough later on to walk through these in more detail. For now, here’s a little teaser video of in-game footage that shows how our art, sound, and code are all coming together.

Monday - October 14, 2013

Liege - Post-Funding Update #23

by Couchpotato, 01:12

John Rhee has posted a new post-funding update for Liege with news on the games develepment.

Development

As mentioned in previous posts, I've been working on implementing our framework and workflow in our new engine (Unity). For those interested on the technical side of things, I wanted to share a bit about what's going on behind the scenes. 

Going into our Unity port, I had a few key requirements apart from simply porting over existing functionality:

  • Layered 2D environments with 3D character models
  • In-game skeletal animation (for smoother animation and effects like slo-mo)
  • Real-time, dynamic shadows 
  • Efficient workflow that leverages Unity's WYSIWYG editing features 
  • Acceptable performance with the above on our weaker hardware targets (mobile)

Below, you can see how our scene is composed in our editor with the above features in place:

(Click here for Image)

Going from left to right, we have: 

1. A system of cameras that controls the order in which the scene is drawn 

2. Parts of the scene that are normally drawn over characters (i.e. trees) 

3. 3D characters casting real-time shadows, rotated to align with our view (note the model is a placeholder) 

4. Collision bounds, which are automatically generated from a 2D tile map

5. Parts of the scene that are normally drawn behind characters (i.e. the ground)

Here's the game running in our editor (with an older iteration of Kalen's art):

(Click here for Image)

As you can see, our content aligns precisely to form the composite image that's seen in-game. This is very different from how 2D is normally handled, but it opens up lots of interesting graphical possibilities. 

As this update hopefully shows, things are taking some time as we try things and iterate, but the updates will be more regular as we get further along. Thanks as always for your support, and let us know your thoughts below!

Saturday - August 31, 2013

Liege - Kickstarter Update

by Couchpotato, 00:53

John Rhee the developer of Liege has a new post-funding update with details about the games art, code, and sounds.

Art

We were fortunate to have lots talented artists reach out and express interest in this project, but when I came across Kalen's work, it immediately stood out as a perfect fit. The first thing I noticed were the vibrant colors, dramatic lighting, and unique, painterly feel, and I personally can't wait to see him bring these elements into the world of Liege

We've been speaking at length about the game's new art style and are hoping to have some in-game samples ready for our next update. In the meantime, check out more of his work here, and his Livestream here.

Sound 

So you're all aware, Aakaash has taken full ownership of the game's score and sound, and John Robert has moved off the project. Both are incredibly talented composers but with very different styles, and the decision was made early to ensure consistency in our soundtrack from end to end. We wish John all the best and can't wait to hear what he'll be working on next! 

Code 

Midway through our campaign, I decided to port our game engine to Unity to support our new target platforms, streamline our production pipeline, and enhance the game's overall look and feel. Unity is an amazing platform, but it's fundamentally different from our previous set of tools. At this point I'm past the steepest part of the learning curve, and I've been plugging away at reimplementing basics like player controls, event handling, and character animation. The port work will be continuing over the next few months, but with Kalen now handling art and basic due diligence out of the way, this process should start moving much quicker.

Tuesday - July 30, 2013

Liege - Game Funded

by Couchpotato, 01:39

Coda Games Liege is funded and achieved all of its announced stretch goals. The developer has an update saying thank you, and giving out more information.

We finished our campaign with over 2,900 supporters and over five times our initial funding target, which was set to cover my minimum living expenses to continue pursuing this full time. Since the campaign launched, Liege has evolved from a small, one man project to something that will be much bigger and better than I could ever have hoped for.

The success we've had has enabled us to bring the game to new platforms, bring on some amazing new talent, and add some exciting new features that will add a ton to the experience. We couldn't have gotten to this point without all of your support. Thank you!

Reward Surveys

I'll begin sending out surveys to collect the necessary details to get rewards out as we get closer to our first alpha release, which will start later this year. In the meantime, if you have any questions for me at all, don't hesitate to reach out directly.

Paypal and the Humble Store

I've set up a separate page to accept Paypal payments, and in the next few days, I'll be updating the page to include payments through the Humble Store as well. If you know anyone who may be interested in the game but missed the chance to support here on Kickstarter, please send them over to http://codagames.com/paypal.

Steam Greenlight

As I mentioned earlier, Liege is currently on Steam Greenlight. Steam is one of the biggest distribution platforms for games out there, and getting onto it means we'll be able to reach a whole new audience. We're currently 50% of the way to the top 100, but we have a long way to go; help us get the rest of the way by voting here!

Artists Wanted

As you know, our Art 2.0 stretch goal means we'll be able to bring some new art talent to the project. I've already started receiving some portfolio samples, but if you're interested or know someone who might be, let me know! I'm looking specifically for someone who can take the game's existing in-game art style, and add some professional polish to take it to the next level. In addition to digital illustration, 3D animation skills are a huge plus.

Follow along

As promised, I'll be posting updates with our progress every few weeks on our website as well as on Facebook and Twitter. If you haven't already, please take a moment to like and follow us! This will be the best way for us to stay in touch, and for you to stay stay up to date with the very latest on the project. 

The Road Ahead

The last few weeks have been an incredible, exhausting ride, but we're just getting started. After taking a couple days to catch my breath, I'll be switching my focus back to developing the game and putting our new resources to full use. Over the next year, I'll be working non-stop to make Liege the absolute best it can be. I can't wait to get started.

Sunday - July 21, 2013

Liege - Kickstarter Halftime Show

by Couchpotato, 00:17

Liege was another kickstarter project I posted on. The game is already funded with eight days left. The developer was kind enough to post a Kickstarter Halftime Show with game updates.

Hi guys! Lots of stuff has been going on over the last couple weeks. I’ve been super focused on churning out updates for the Kickstarter and trying to get press for the game, so I haven’t been able to update much here, but here’s the run down:

  1. We doubled our funding target with over 1000 backers with about two weeks left in the campaign!
  2. I released an overview of the key figures in the game, as well as some more teasers on the playable cast. Check them out below

I even have a video of early gameplay footage.

Source: Kickstarter

Information about

Liege

Developer: Unknown

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Combat: Real-time
Play-time: 20-40 hours
Voice-acting: Partially voiced

Regions & platforms
World
· Homepage
· Platform: PC
· To be announced
· Publisher: Unknown