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Author Topic: Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG  (Read 5643 times)
Bantichai
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« Reply #45 on: August 01, 2018, 06:40:01 am »

There's going to be more updates from now on. They'll be smaller updates, but I'll be posting every week now. Every Wednesday, I'll showcase a new armor set and every Saturday, I'll showcase a new enemy. Also, I'm going to try for a new devblog every month. Some of the armor sets you might have seen already but in most cases they've been slightly edited to fit the new armor system. I'll be showcasing all the armor sets in the "cloth armor" tier for a couple of weeks. There will be extensive customization options in Dead Monarchy but I won't spoil it all, I don't plan on showcasing any of the legendary armor sets.

A quick review of how the armor system works. You have two armor slots, helmet and armor (body). Each armor piece protects against attacks that are aimed towards the head or body. Helmets can be permanently lost if completely broken, armor will just be unable to be equipped again. There will be around 10 tiers of armor, but within each tier of armor there will be several variants. Some variants will just be retextured, but others are completely different models. I think this strikes a nice balance between improving your gear but also giving you options of creating unique characters.

Cloth Armor 1-4:



* Set_1.jpg (183.21 KB, 1919x1079 - viewed 18 times.)

* Set_2.jpg (154.53 KB, 1919x1079 - viewed 19 times.)

* Set_3.jpg (164.8 KB, 1919x1079 - viewed 17 times.)

* Set_4.jpg (160.56 KB, 1919x1079 - viewed 16 times.)
« Last Edit: August 01, 2018, 06:57:26 am by Bantichai » Logged
Bantichai
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« Reply #46 on: August 01, 2018, 07:15:35 pm »

Devblog 4 is now out. Briefly covers the player base and the process of map generation. Will be diving deeper into the player base later on.

https://www.indiedb.com/games/dead-monarchy/news/dead-monarchy-devblog-4-forest-biome-player-base
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Bantichai
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« Reply #47 on: August 04, 2018, 07:29:20 pm »

Here's the first monster reveal. I'll be going into more details in each faction reveal, when all monsters are covered for each specific faction. For now though, here's a few screenshots of the "Rodent Gunner", something that never got the spotlight a couple weeks back.

Monster Name: Rodent Gunner
Special Ability: Heavy Shot, a ranged knockback ability.

The majority of knockback abilities are all done within melee distance, so 1 tile away. The gunner likes to keep enemies at a distance but it can also be used aggressively to disrupt formations, knocking your units back, away from allies and exposing their flanks.





* Rodent_Gaunner_1.jpg (613.95 KB, 1919x908 - viewed 66 times.)

* Rodent_Gaunner_2.jpg (605.31 KB, 1919x908 - viewed 60 times.)

* Rodent_Gaunner_3.jpg (629.1 KB, 1919x908 - viewed 61 times.)
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Bantichai
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« Reply #48 on: August 10, 2018, 12:55:26 am »

Just dropping in with a few more models that have been finalized. There are a few more models in this tier, then I'll be moving onto finishing the next tier of armor which is "Padded Armor". Cloth Armor 5-7:


* Set_5.jpg (241.83 KB, 1919x1079 - viewed 22 times.)

* Set_6.jpg (215.48 KB, 1919x1079 - viewed 18 times.)

* Set_7.jpg (197.61 KB, 1919x1079 - viewed 10 times.)
« Last Edit: August 12, 2018, 05:32:30 am by Bantichai » Logged
Bantichai
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« Reply #49 on: August 26, 2018, 06:58:39 am »

Been a couple busy weeks, so didn't have time to post updates to all the forums. I decided to compile these past two weeks together into one bigger update Smile

Cloth Armor 8-10:

http://www.rpgcodex.net/forums/index.php?attachments/set_8-jpg.9379/
http://www.rpgcodex.net/forums/index.php?attachments/set_9-jpg.9430/
http://www.rpgcodex.net/forums/index.php?attachments/set_10-jpg.9431/

Monster Name: Rodent Shaman.
Special Abilities: Mend Wounds, a single target ranged heal ability. Power Bomb, filled with all manner of hallucinogenic substances, this ability has a chance to stun the target or buff the target's.

Healing isn't really a common occurrence so these creatures will probably start to become high priority targets. Powder Bomb as you may have noticed can backfire and boost your own characters, which I thought was quite thematic to "ratmen". Overall, I'm trying to make the Rodent clan focus more on displacement and crowd control in terms of this faction's main theme/playstyle.

http://www.rpgcodex.net/forums/index.php?attachments/rodent_shaman_1-jpg.9384/
http://www.rpgcodex.net/forums/index.php?attachments/rodent_shaman_2-jpg.9385/
http://www.rpgcodex.net/forums/index.php?attachments/rodent_shaman_3-jpg.9386/

Monster Name: Rodent Soldier
Special Ability: Sunder Strike, double damage if the target is stunned. The damage applies to both armor damage and "health" damage.

The solider forms the frontline of the Rodent Clan and combines well with the Shaman. If a target is stunned by the Shaman, Sunder Strike will deal damage whether it be "health" damage or damage to Helmet/Armor rating. If you want to get to the Shaman, you'll have to get through these boys first. The soldier will also be the most heavily armored unit and the only rodent to carry a shield into combat.

http://www.rpgcodex.net/forums/index.php?attachments/rodent_soldier_1-jpg.9432/
http://www.rpgcodex.net/forums/index.php?attachments/rodent_soldier_2-jpg.9433/
http://www.rpgcodex.net/forums/index.php?attachments/rodent_soldier_3-jpg.9434/
« Last Edit: August 26, 2018, 07:04:49 am by Bantichai » Logged
Nick
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« Reply #50 on: August 26, 2018, 08:34:34 am »

Progressing nicely Approve
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Bantichai
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« Reply #51 on: August 26, 2018, 08:35:27 am »

Progressing nicely Approve

Thanks Nick!
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