Lost Eidolons - News Roundup & Coming to Kickstarter

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Spaceman
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Lost Eidolons has some new Feature Spotlights on both Combat Gameplay & Unit Customization. Additionally Ocean Drive Studio have announced that the game will be coming to Kickstarter April 21st.

Lost Eidolons is coming to Kickstarter on April 21st!

Greetings everyone!

We're excited to officially announce that Lost Eidolons will be coming to Kickstarter! You'll be able to support the project and follow its development closely starting on Wednesday, April 21st next week! You can also bookmark the page now at our project page: http://bit.ly/LostEidolonsKS

For us at Ocean Drive Studio, Kickstarter is another way (in addition to our existing community channels) for us to get to <strong data-renderer-mark="true">collaborate with our community[/b] on creating our game. It will allow us to continue to grow a foundation of supporters who wish to see Lost Eidolons succeed by helping shape the finished product with ideas and feedback. Our goal is a game that players can heartily recommend to their friends, or one that years from now people will fondly recollect (we're aiming for raving Steam reviews!).

[...]

Lost Eidolons Feature Spotlight: Unit Customization

Greetings everyone!

Last week week we talked about the story and outgame of Lost Eidolons. For this feature spotlight we'll be discussing how you can customize units in your army!

Before we get into that though, we want to make it clear that customization in Lost Eidolons refers to how you set up each character for battle, and what the composition of your battle force will consist of. It does not refer to a character creator of any sort. Each of the units that you can recruit have a preset look and backstory specific to them. The greatest degree of change you can make to these characters' appearance is by changing their class which will accordingly change their visual armor.

As always, the contents of the blog are early development and aren't representative of the final product. We'll keep improving and polishing things as time goes on!

To understand the extent in which you can customize the units, we'll overview the following mechanics and user interfaces:


  • Status Window
  • Equipment Window
  • Skills & Magic Spellbook
  • Job Changing/Unity Ceremony
[...]

Lost Eidolons Feature Spotlight: Combat/Gameplay

Greetings everyone!

Earlier this week we discussed how you could customize your units that you'll be able to utilize throughout your campaign in Lost Eidolons. For this blog, we'll be covering the meat and bones of your gameplay experience-the combat!

As usual, we must leave a disclaimer that visual media shown is not representative of the final game! We're still polishing everything!

The battle begins before you even take your first turn. The moment you're able to see the battlefield scenario-the enemies, the terrain, and the hazards-you should be thinking to yourself which of your units you'll field to tackle the encounter. Picking the right units with the right skills and items will be the key to winning any combat in Lost Eidolons.

<strong data-renderer-mark="true">Player Actions: Make Your Move[/b]

Players will levy combat orders against the opposing force in phases. You'll issue commands to your units all at once, followed by your allied guest AI if they're present, followed by the enemy army. A phase ends when all units in a team have taken an action and a round ends when all three phases have ended cycling back to the player.



Actions include attacking, using skills, incanting magic, using an item, exchanging an item from the storage, defending, or waiting. A unit's turn has ended after taking an action. Units can move before taking an action, however they cannot move after taking an action (there is a skill to allow movement after action however).

There are also certain commands units can perform that won't end their turn. Such actions include swapping their primary and secondary weapons or mounting/dismounting a horse.

Additionally, sometimes there are special contextual actions that are available for a unit to perform depending on the situation and environment. For example, if they come across a treasure chest, they may use a context action to open and loot it.

[...]
More information.
 
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I like the look of this.
 
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Thank you for supporting our project!

As always, if you guys have any questions about the game, please don't hesitate to ask. We have a livestream tomorrow at 7 PM PST with the Creative Director to answer questions live too.
 
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WTH? This game looks like big studio game, I thought it had financing from Square or something?
 
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