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-   -   Zodiac Legion, a turn based Tactical RPG of medieval fantasy guerilla warfare. (https://www.rpgwatch.com/forums/showthread.php?t=36509)

Galdred May 22nd, 2017 14:55

Zodiac Legion, a turn based Tactical RPG of medieval fantasy guerilla warfare[in dev]
 
Hey members of the watch, I have been working on Zodiac Legion, a tactical RPG for quite some time.

Quote:

A GAME OF FANTASY GUERRILLA WARFARE

Zodiac Legion is a turn-based tactical RPG featuring lethal combat, squad management and strategic elements. Lead your heroes through daring raids and forgotten ruins, defend your land in a time of conquest and betrayal, and master the secrets of volatile ancient magic to restore a realm torn apart by a fratricidal war.
http://i.imgur.com/GsgdzMJ.png

I guess it counts as an X-clone as it features several gameplay layers:
  • A tactical layer where most of the game takes place. Here, your small team of heroes try to complete their objective against overwhelming odds.
  • A strategic layer where you decide where to send heroes, armies, spies and diplomatic envoys.
  • A demesne layer where you decide what to build and what to upgrade in your citadel.

strategy

http://i.imgur.com/MSGsCh5.png

As the leader of the Zodiac Legion, an order first created a long time ago, your task is to secure the sources and secrets of magic as it slowly reappears in the world, and protect the kingdoms that support you from demonic incursions and ambitious sorcerers.
In order to do so, you can send armies to take over hostile provinces, and spies to look for sites of magic power or cells of enemy agents.
You also need to persuade feudal lords to support you instead of trying to tackle the problem alone, or worse, allying with the very sorcerers you are tasked to destroy.

Tactical gameplay

http://i.imgur.com/Eeq5P7i.png

During missions, your party (4 to 12 characters) will be outnumbered most of the time, so you will have to get in, complete the mission, and get out before the reinforcements make it impossible (or the enemy completes his own objectives first).
Mission objectives will vary, ranging from assassinating an enemy sorcerer to retrieving a tome of ancient knowledge guarded by gargoyles and skeletons.
Confrontations on the strategic map (military campaigns, spy operations) will also generate tactical missions in which your small party of heroes will be able to tip the odds in your favor by taking out deadly enemies, holding a key position, or extracting one of your compromised spies.

Demesne management

http://i.imgur.com/MrRJu42.png

The seat of your power is the citadel of the Zodiac. If the commander of the order falls in battle, another will take his place, but if the Citadel falls to the enemy, then the game is lost. In order to help train and equip your heroes and armies, various facilities can be built there. They can be staffed by some of your henchmen, or upgraded with some of the techniques and items recovered by your party:
During missions, you will find clues to the locations of artifacts that might help you, scrolls of spells to study, and various magic items, ranging from worker golem to enchanted weapons and armors.
You will be able to study them in your demesne to unlock their full power, and reveal their secrets.

Release date
The game is still under heavy development, and I am alone to handle the code, the community management, and the administrative overhead. I plan to go to Kickstarter on Q1 2018, and release on Q3 or Q4 2018.

FAQ
Spoiler – Warning: Long FAQ

Myrthos May 23rd, 2017 12:35

Welcome to our forums :)

Sounds interesting, but why do you plan to go to Kickstarter?

Galdred May 23rd, 2017 14:25

Thank you :)

It is a good question:
I can finish it without Kickstarter, but I am afraid it would suffer from lack of variety.
I think more monster types would really help (and maybe even cavalry, but that would be a stretch goal), and more environments too, as there are currently only "grassland" and dungeons. I would like to add town city, fortifications.

On top of that, Kickstarter can be really helpful with exposure, which is a problem we face a lot as unknown indies.

joxer May 23rd, 2017 14:31

Do go KS. I'm definetly backing it when you do.

Galdred May 23rd, 2017 19:30

Thank you!
I also wanted to go through KS because if I want to apply for a state grant, I need to show that there is a customer base for the game, and that I am serious about it (they did not see how a medieval XCOM could have potential…).

nanni68 May 23rd, 2017 20:09

good luck

Carnifex May 23rd, 2017 20:50

I would pledge money to this should you go kickstarter.

Galdred May 29th, 2017 19:46

Thank you for your kind words.
@joxer : I have read in the Regalia thread that you were against procedural generation?
Why ?
I am not sure I will be able to add it, but I would like to.
The reason for this is that memorizing maps was the most important skill I had to acquire in XCOM to beat Impossible Ironman, so I don't plan on imposing it on other players :)
Of course, I'd rather not have procedural generation, than have it implemented badly, but Invisible Inc did a stellar job doing so IMO (XCOM 2 too, to a lesser extent).

I plan to use the same modular approach: preset rooms and areas connected together.

Galdred August 31st, 2017 22:52

I have just posted an update about magic in the world of Zodiac Legion (and its world building process).

wiretripped September 1st, 2017 13:04

Wow, sounds like right up my alley. I'll be keeping an eye on this.

Any word on if/when your KS campaign would hit?

Galdred September 2nd, 2017 02:48

Quote:

Originally Posted by wiretripped (Post 1061470412)
Wow, sounds like right up my alley. I'll be keeping an eye on this.

Any word on if/when your KS campaign would hit?

Thank you!
KS should be after Christmas (end January or something, depending on what is the best time, and how far along I am).

Galdred February 11th, 2018 12:34

Quote:

Originally Posted by Galdred (Post 1061470500)
Thank you!
KS should be after Christmas (end January or something, depending on what is the best time, and how far along I am).

I showcased the game at the Indie Garden Assembly and it went rather well, I even got several: "it looks like Turn Based Baldur's Gate", which was really great.
However, many players were confused by the UI, so I still have to work on that.
Moreover, It is pretty hard to convey the fact that it is a fantasy XCOM with only a dungeon mission, so I'd have to add a minimal "geoscape" layer before going live.
So basically, it will rather be at the beginning of Summer.

Hastar February 11th, 2018 14:12

Looks good. Will keep an eye on this game.

Carnifex February 11th, 2018 17:37

That is indeed high praise, if people were saying it's like a turn based Baldur's Gate. Keep us informed, please!

wiretripped February 14th, 2018 18:00

This looks like something I would enjoy. I'll definitely consider pledging when your KS is launched.

Galdred February 18th, 2018 02:57

Thank you!

I guess I should first get a good trailer out, then a demo, then get some coverage, then go live with a specific KS video (aka, not the trailer), then a specific KS demo.

But I still have a long way to go before having enough support for a successful KS.
Where else could I post about the game?
I haven't found an RPGWatch equivalent for tactical or Turn Based Strategy games.
Reddit is really peculiar (you get buried instantly fast, and you cannot really have a dedicated thread like here, + the anti-self promotion rules don't really help).

Galdred May 2nd, 2018 02:49

The Steam Community Page is up, but without the Store page, it is a bit awkward.
It only contains a FAQ currently.
I have updated the first post with it.

I made some progress on getting a playable build out, and the game was showcased at Play Paris by Pax.
An Interview with game footage was recorded there, but it is in French.

domein March 3rd, 2019 20:45

So, any updates on this title?

Galdred March 4th, 2019 13:44

Quote:

Originally Posted by domein (Post 1061559030)
So, any updates on this title?

Sorry, I am pretty bad with this PR stuff :)
I have finished revamping the automatic extraction process for arms and armors (basically, it means that all existing and future body and armor pieces can be used in game easily, without me having to write the corresponding data files).
I will now do the same for monster creatures (there are currently only 2: Shades and mortar scorpions, but I will add some more as soon as one of my pixel artists is available again).
Given that they don't use body combinations, it should be much faster. After that I will seriously rework the intro levels to:
1) Ease the player into the game, and provide some context (especially in the level design).
2) Make monsters and opponents feel more diverse. Like in Incubation/Deathwatch (have each monster have unique noticeable ability, like very strong defense when not flanked, AoE melee attack and so on).

Then I will build some rooms, and work on procedural generation of dungeons as a collection of preset rooms and corridors.
Once these parts are done, I will release a small combat demo, and work on the overarching campaign mechanisms.

Carnifex March 4th, 2019 15:47

A demo is an excellent idea, I'll be checking it out for sure! Thanks for keeping us updated.

Galdred May 25th, 2019 14:57

A few props I cobbled together from the existing assets:
https://i.imgur.com/9wSaiau.png

I added wall crushing:

https://i.imgur.com/5NHBZqh.gif

And here is an animation to showcase the paperdolling:

https://i.imgur.com/N2MvV2m.gif

Galdred May 25th, 2019 19:03

And the imgur album for the paperdolling system

https://imgur.com/gallery/70MD8Sb

Galdred January 25th, 2021 21:50

Some more pics:
https://pbs.twimg.com/media/Eovd57kX…pg&name=medium
https://i.imgur.com/geUcFvz.gif


These last months, we have worked on improving the level design process, adding props (like the windows you can see here), and a few powers.

https://i.imgur.com/VVwIQhW.png

And we have revamped the sound system, so that our musician has greater control on the sound parameters and timing.

Gameplay wise, we have revamped the way DoT, support and disengagement works.
Supports now works a bit like in Blood Bowl: Each other character who is adjacent to the target or attacker without being in the zone of control of another opponents provides support to the active character (both in defense and attack).

Regarding DoTs and debilitating conditions, the target gets a saving throw every turn instead of having a fixed value (same for buffs, bot the targets needs to pass a given threshold).

Disengagement doesnt give an attack of opportunity, but failing a disengagement test stops movement, and gives the character an attack and defense malus (he can still attack afterwards).

https://i.imgur.com/CvXN2ZB.png

HiddenX January 25th, 2021 22:26

Thanks for the info.

crpgnut January 25th, 2021 23:42

20 months between posts…is this Cleveland Blakemore? ;)

Carnifex January 26th, 2021 04:28

Looking really nice to me, my tactical spidey sense is tingling!

Galdred January 26th, 2021 21:26

Quote:

Originally Posted by crpgnut (Post 1061630331)
20 months between posts…is this Cleveland Blakemore? ;)

Haha, I am a man of few words. That and talking about UI overhaul is not really my cup of tea!
I also think that Cleve was a lot more talkative ;)

And taking screenshots can be a bloodier affair than it seems!

https://i.imgur.com/HWSKeSc.jpg
I only wanted to reach the room on the left to take a screenshot…

Galdred February 15th, 2021 23:46

So, some updated pictures:
revised wall crushing
https://i.imgur.com/N7b0q2v.gif

telekinesy assisted flanking:
https://i.imgur.com/N7Z1uzS.gif

and a preview of the opponents:
https://i.imgur.com/OqNAglm.gif

There was a cool preview of the game in a French magazine, CanardPC, here (but it is for subscribers only):
https://www.canardpc.com/416/votre-h…-zodiac-legion

Galdred February 21st, 2021 22:56

Here is the first recent video preview of the game:

https://www.youtube.com/watch?v=5S4N…qwNU8GSFJekOsI

Beware, the music is very loud in the beginning.

Galdred May 30th, 2021 21:53

I have some good news to share at last:
Zodiac Legion has been selected for the Guerrilla Collective on June 5th:

https://store.steampowered.com/news/…76602647280536

Our gameplay trailer will be played between 6 and 8 PM CEST on their twitch channel.

We also got our grant request approved.

Also, we have a better Wall breach gif!
https://i.imgur.com/WoyPmEv.gif

JDR13 May 30th, 2021 22:32

Congrats on the selection. ZL looks like it's shaping up nicely.

Carnifex May 31st, 2021 03:33

It's looking really good to me, Galdred. Congratulations!

Galdred May 31st, 2021 18:12

Thank you! Things had been a bit rough the years before, but it looks like the stars start to align at last!

Galdred June 7th, 2021 17:51

And here is our gameplay trailer.
It is a bit lengthy, but I wanted to show several "complete sequences", as it was supposed to be a commented gameplay video:
https://www.youtube.com/watch?v=RbP3_u3JNnE$

JDR13 June 8th, 2021 07:13

Quote:

Originally Posted by Galdred (Post 1061643828)
And here is our gameplay trailer.
It is a bit lengthy, but I wanted to show several "complete sequences", as it was supposed to be a commented gameplay video:
https://www.youtube.com/watch?v=RbP3_u3JNnE$

Looks good. I'm following it on Steam now.

Galdred June 17th, 2021 23:38

Thank you!
We also recorded a LP video here of one of our dungeon raids:

https://www.youtube.com/watch?v=mOnEntNcaEE

I didn't voice it myself(between my accent, being too shy, and the LP having required a lot of restart as I discovered new bugs…) so our writer stepped in and commented it as he watched it.

Galdred August 25th, 2021 20:14

There is a small combat demo on Steam if you want to try the dungeon crawling part:

https://store.steampowered.com/app/8…Zodiac_Legion/

There is no tutorial, but the game manual is here.

Galdred January 20th, 2022 12:32

Splattercat recorded a video giving his impressions on the game here:
https://www.youtube.com/watch?v=14XkumkTkno


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