Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411423 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 19, 2024, 03:34:48 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsOutland 17: Void of Liberty (TRPG) Post-Kickstarter
Pages: [1] 2 3
Print
Author Topic: Outland 17: Void of Liberty (TRPG) Post-Kickstarter  (Read 10333 times)
Zogthor
Level 0
***


Personal Text


View Profile WWW
« on: August 19, 2014, 03:48:16 PM »

Hello everyone! We're an eight man team called Grenade Tree Games. I want to share a devlog with y'all on our two year old baby, Outland 17: Void of Liberty, which is currently in an early alpha stage.

Check out our demo over at GameJolt or IndieDB.



Outland 17 is a turn based tatical game that is inspired by the American Revolutionary War but has a Sci-Fi twist to it. It's an RPG set in a world where people live on space stations, carry laser muskets and ride hover ponies. You and your fellow colonists are building stations outside of the Earth’s orbit in the hopes of working off your debt to corporate companies. Working conditions and fierce brutality lead you to rise up with your fellow men to throw off the shackles of oppression.


One of the goals we have with this project is bringing the strategy genre to a wider audience, but still make it multifaceted enough to still appeal to the hardcore community. One way we did this was exchanging a grid system with linear tiles so that distance is the big role of determining attacks, as opposed to what angle you are and how many squares a person is away from you.

To balance the simpler movement mechanics, customization is completely open. In the game, every squad member you get has a back story and we want character to shine through, not classes. With that in mind, you can give any squad mate any weapon at any time, and have them start using it to gain better proficiency and new abilities.


Gameplay Features
  • Open Ended Character Progression - How you play determines the new skills that go into your squad's Kits. Whether you spend time sniping from a distance or brawling in the middle of the fray will change the abilities that are offered when they level up. Build a team specifically customized to your playstyle!
  • Accessible Gameplay That's A Challenge For Everyone - Implementing a linear tile system, you won't need grids to tell you who to shoot. Advance or retreat your squad along these tiles during missions and select different paths to take them to their goal or explore different areas.
  • Complete Squad Customization - Customize your squad members to fit ANY role that you need, using ANY weapon available. Modify their weapons to alter stats or boost damage. Change their ammo type for different affects and strategy!
  • Impactful Choices That Influence The Story - Choose whether to free your fellow man or reign as the new tyrannical leader.
  • Availability For PC and Mac, and later Android and iOS
  • High Replayability Through Alternative Play Modes




Interested in our project? Try out our demo over at GameJolt, leave us feedback, and share it with your friends! You can also follow us on our social platforms below!


As we're still in early development, any and all feedback is appreciated! Thanks for taking a look Wink
« Last Edit: May 13, 2015, 09:50:19 PM by Zogthor » Logged

Zogthor
Level 0
***


Personal Text


View Profile WWW
« Reply #1 on: August 19, 2014, 03:55:56 PM »

Here's a few shots of how we started from pen and paper to working in Unity. Our Producer, JC Santiago, first got together with our designer and worked out the concept of the game on paper. They shared with everyone that would listen to them about the game they had in mind, and in getting feedback from the ones who played, were able to figure which core mechanics worked and which ones they could do away with.

Early baby photo testing the concept with miniatures!


This was the first run through with Unity. So flat!


Concept art re-imagining the look of the game. This is where we solidified the style of the world.


Current look of the project. Still working on those hover ponies!
Logged

ChargeDog
TIGBaby
*



View Profile WWW
« Reply #2 on: August 20, 2014, 07:07:57 PM »

Looks really good - I like the middle ground between static RPGs battles and more movement/positioning focused systems.

Also, good job on the miniatures testing! Its something I'm experimenting with my game for a few tests.
Logged
Bada Im
Level 0
**


View Profile WWW
« Reply #3 on: August 20, 2014, 07:11:49 PM »

looks cool Cave Story
Logged

INDIE TRANSLATOR
bocil_mania
Level 0
*



View Profile WWW
« Reply #4 on: August 20, 2014, 08:51:06 PM »

Looks good. I am fans of tactical turn based game. I look forward to your progress. Coffee

Does it have game mechanic similarity with Xcom game?
Logged

Derity
Level 1
*



View Profile
« Reply #5 on: August 20, 2014, 10:03:19 PM »

Being a fan of XCOM, this interests me a lot Wink though, if you're using Unity, why no shadows?
Logged

bombjack
Level 3
***

That's me :)


View Profile WWW
« Reply #6 on: August 20, 2014, 11:18:53 PM »

This game looks really amazing !!!  Grin
Logged

TheChaoticGood
Level 1
*



View Profile WWW
« Reply #7 on: August 21, 2014, 09:00:00 AM »

Looks really good - I like the middle ground between static RPGs battles and more movement/positioning focused systems.

Also, good job on the miniatures testing! Its something I'm experimenting with my game for a few tests.

Thank you ChargeDog! We wanted the game to feel like a mix between XCom and Final Fantasy. You picked up on that right away. Thats amazing.

I'm a big fan of paper and pen testing before you get started. There's so much you can learn by rapid prototyping.

looks cool Cave Story

Thank you MiRiKan. Your encouragement means a lot to us. We've been working on this for almost 3 years so it's great finally showing off the game.

Looks good. I am fans of tactical turn based game. I look forward to your progress. Coffee

Does it have game mechanic similarity with Xcom game?

Hi rifai,

Yes it does. It's turn based like XCom. Also it has a leveling system that is similar to Skyrim. It should be a really fun mix.

Being a fan of XCOM, this interests me a lot Wink though, if you're using Unity, why no shadows?

Yeah I think that if you like XCom your going to like our game. About the shadows, that's a good question. I believe the screenshots weren't taken on max settings. Also we are planning on releasing on older mobile devices that might not support dynamic shadows. We will have to bake in the shadows for lower end machines.

This game looks really amazing !!!  Grin

Thank you bombjack!!! If you guys like what you see, sign up for the mailing list. We give everyone on the mailing list access to stuff before anyone else (trailers, poles, prizes, early copies of the game, etc)

If your interested please sign up here.
« Last Edit: August 21, 2014, 09:09:46 AM by TheChaoticGood » Logged

Bada Im
Level 0
**


View Profile WWW
« Reply #8 on: August 21, 2014, 11:47:33 PM »


looks cool Cave Story

Thank you MiRiKan. Your encouragement means a lot to us. We've been working on this for almost 3 years so it's great finally showing off the game.


Oh, almost 3 years! That's AMAZING! I really like your game. if you want korean language for your game. i'll help you!
Logged

INDIE TRANSLATOR
Zogthor
Level 0
***


Personal Text


View Profile WWW
« Reply #9 on: August 22, 2014, 11:06:10 PM »


Also, good job on the miniatures testing! Its something I'm experimenting with my game for a few tests.


Here's a few more shots of progression from the physical miniature tests to making it work digitally!

Starting with pill shaped objects for characters and positioning


Added some "art" to give better visual conception.


Adding a GUI and a few more details...


Exploding with colors! All three of them! =P
Logged

justincavenagh
Level 0
**


View Profile WWW
« Reply #10 on: August 23, 2014, 03:37:52 AM »

Wow nice, really big fan of this
Logged

Zogthor
Level 0
***


Personal Text


View Profile WWW
« Reply #11 on: August 23, 2014, 06:21:40 PM »

We're going through some of the environments we'll be showing in our gameplay trailer and I wanted to share a progress shot. It's a space port area that you'll be fighting through!

Top one was what we had originally and the bottom one is the retouched version from our designer, Yves Domingo. What do you guys think? Looks better? Too much detail? Still not enough?!

Logged

TheChaoticGood
Level 1
*



View Profile WWW
« Reply #12 on: August 24, 2014, 07:30:15 PM »


Oh, almost 3 years! That's AMAZING! I really like your game. if you want korean language for your game. i'll help you!

Sounds good. Stay in touch with our game. Once we get closer to release I'd love to talk to you about this as a possibility.
Logged

Bada Im
Level 0
**


View Profile WWW
« Reply #13 on: August 31, 2014, 05:20:45 PM »

Sounds good. Stay in touch with our game. Once we get closer to release I'd love to talk to you about this as a possibility.

Yeah. your game is still looks amazing!
Logged

INDIE TRANSLATOR
Zogthor
Level 0
***


Personal Text


View Profile WWW
« Reply #14 on: September 02, 2014, 11:50:13 PM »

A couple more shots from our coming gameplay trailer.

Added some GUI interface and references to a couple of the scenes. This one demonstrates some of the visual effects we're applying with abilities like healing during combat.


An updated background for the battle over the bridge scene.


We'll be showing our gameplay trailer early to those on our mailing list, so if you want to get a peek before it's public release, join here!
Logged

Zogthor
Level 0
***


Personal Text


View Profile WWW
« Reply #15 on: September 22, 2014, 07:52:20 PM »

We have BIG news, our project has been featured over at the Square Enix Collective!

For those unfamiliar with it, Square Enix picks and features a project submission for 28 days, letting the public vote if they would support through crowd funding and leave feedback.

This is an awesome way to get more direct feedback from you guys. If you're a fan of our project, head to the Collective and give us a vote and comment!



We'll also be releasing a public alpha demo, we've been polishing ours since getting initial feedback. One upgrade we have coming for it is a much more dynamic opening menu!



Cheers!  Smiley Toast Right
Logged

Bada Im
Level 0
**


View Profile WWW
« Reply #16 on: September 24, 2014, 04:28:54 PM »

Square Enix Collective! that's EPIC! amazing! voted Smiley
Logged

INDIE TRANSLATOR
Zogthor
Level 0
***


Personal Text


View Profile WWW
« Reply #17 on: September 25, 2014, 10:24:56 PM »

We've made more improvements to our gameplay prototype. Attacking enemies with lethal or critical damage shows a special angle to bring you into the action more.





A grenade to soften them up then followed up with a final shot!



Logged

knifeySpoonie
Level 3
***



View Profile WWW
« Reply #18 on: September 25, 2014, 11:53:42 PM »

Ha this is looking pretty sweet. I think you could push the environment style a little further to match the stylisation of the characters a little though...
Logged

Founder and Creative Director |  KnifeySpoonie Games  |  Tpickarddev.com | @TPickardDev
Zogthor
Level 0
***


Personal Text


View Profile WWW
« Reply #19 on: September 26, 2014, 12:28:13 PM »

Ha this is looking pretty sweet. I think you could push the environment style a little further to match the stylisation of the characters a little though...

Thanks knifey, that some pretty good feedback! So you would say that you feel there's a discrepancy with how we have stylized characters in somewhat more "realistic" environments?
Logged

Pages: [1] 2 3
Print
Jump to:  

Theme orange-lt created by panic