Kingdoms of Erthia (LOE - Tactics Update)
- legendoferthia
- Marksman
- Posts: 400
- Joined: 09 Dec 2008
- Location: Canada
- Contact:
Kingdoms of Erthia (LOE - Tactics Update)
Formerly known as LOE - Tactics.
Kingdoms of Erthia - Alpha 0.2 Video:
https://www.youtube.com/watch?v=YpfcJ4hbPjw
Most Frequent Updates Are Posted Here:
https://www.facebook.com/thelegendoferthia
It has been while since I works on this, but I decided to bring this project back to life. Kingdoms of Erthia is the tactical war game based off of Legend of Erthia. In the very earlier releases I only demonstrated tactical battles, but I decided to give this project a huge update by adding overland province warfare. You will have a choice to enter tactical battle or quick battle.
This video demonstrates recruiting, transferring armies, and attacking provinces (both victory and defeat). Note: I disables hiding unit names and amounts for non-friendly provinces to show that random province generation works. There is one bug with the assigning inits to move or attack. The "all" button vanishes, but not a biggie. quick battle works great!!! However, there is no real overland AI yet, for I just started it today. (July 24 2013)
* Only placeholder art is used at the moment
* Some of the words are shortened or cut off
* Music is from, "SSI's Fantasy Empires."
More information coming soon.
Screenshots:
Kingdoms of Erthia - Alpha 0.2 Video:
https://www.youtube.com/watch?v=YpfcJ4hbPjw
Most Frequent Updates Are Posted Here:
https://www.facebook.com/thelegendoferthia
It has been while since I works on this, but I decided to bring this project back to life. Kingdoms of Erthia is the tactical war game based off of Legend of Erthia. In the very earlier releases I only demonstrated tactical battles, but I decided to give this project a huge update by adding overland province warfare. You will have a choice to enter tactical battle or quick battle.
This video demonstrates recruiting, transferring armies, and attacking provinces (both victory and defeat). Note: I disables hiding unit names and amounts for non-friendly provinces to show that random province generation works. There is one bug with the assigning inits to move or attack. The "all" button vanishes, but not a biggie. quick battle works great!!! However, there is no real overland AI yet, for I just started it today. (July 24 2013)
* Only placeholder art is used at the moment
* Some of the words are shortened or cut off
* Music is from, "SSI's Fantasy Empires."
More information coming soon.
Screenshots:
Last edited by legendoferthia on 26 Jul 2013, 05:52, edited 96 times in total.
MIGHT AND MAGIC INSPIRED GAME: Legend of Erthia - Armageddon!
https://www.facebook.com/thelegendoferthia
https://www.facebook.com/thelegendoferthia
- Big Daddy Jim
- Swordsman
- Posts: 551
- Joined: 29 Oct 2007
- Location: Republic de Panama
Looks interesting! If ya get the project completed, I'll play it!
BDJ
BDJ
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.
http://www.mediafire.com/BDJs
http://www.mediafire.com/BDJs
Looks very interesting and nice. The only exception is grass with shadow - light dots make it look bad.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Would be very interesting to see it completed!
I must say I am impresed from your screenshots
because I was using rpgmaker(the 2k version) to
create some games(i've finished some but are so
crappy that never share 'em), and I know needs a
lot of hard work to have results like your screenshots!
Good job and can't w8 to see it completed.
Btw, I love so much the oldschool pixel-graphicks,
i am happy that funs continue to use them at games
I must say I am impresed from your screenshots
because I was using rpgmaker(the 2k version) to
create some games(i've finished some but are so
crappy that never share 'em), and I know needs a
lot of hard work to have results like your screenshots!
Good job and can't w8 to see it completed.
Btw, I love so much the oldschool pixel-graphicks,
i am happy that funs continue to use them at games
Every man dies...
Every beast dies...
Only heroes live forever!
Every beast dies...
Only heroes live forever!
- Macros the Black
- Druid
- Posts: 898
- Joined: 21 May 2008
- Location: Elemental Plane of Air
I don't know about this project, but reading through it, I wonder why your Ninja are good with Daggers? I would assume them to be good with Swords, Throwing Knives (if you got em), Staves and Polearms. Daggers... not so much. That's more of a thief/assassin type weapon.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.
- legendoferthia
- Marksman
- Posts: 400
- Joined: 09 Dec 2008
- Location: Canada
- Contact:
Update!!!
Okay, I have been working real hard on this game. I have added a lot more random treasure. I got rid of the ninja class and replaced it with the thief class. I did an entire overhall on the interface of the game. The battle code has been reprogrammed (less errors and bugs.) I have added a new skill to the game (armsmaster skill). I have changed all the character facesets. I have also completed more in the actual level design. A demo will be coming soon enough.
Please read the beginning of this topic, I have posted new screenshots and updated the information about the game.
Here is a screenshot of an indoor combat.
Please read the beginning of this topic, I have posted new screenshots and updated the information about the game.
Here is a screenshot of an indoor combat.
- legendoferthia
- Marksman
- Posts: 400
- Joined: 09 Dec 2008
- Location: Canada
- Contact:
I have another major update to share. I have decided to change the tactical engine o a rogue style engine. I felt that using the tactical engine it was more of a heroes of might and magic game rather than a might and magic game.
Whay I have done is tranferred all of the scripts into a brand new combat engine. I am now using party based rogue-like system which is turn based as well when it comes to the combats. I now have a system that is more realistic to the might and magic system. It is like playing might and magic in 2d.
As for additional content to the game itself.
- I have added random items to shops, just like in might and magic.
- I have added more treasure types.
- A large majority of the monsters are complete
I will post the new screenshots very shortly.
Whay I have done is tranferred all of the scripts into a brand new combat engine. I am now using party based rogue-like system which is turn based as well when it comes to the combats. I now have a system that is more realistic to the might and magic system. It is like playing might and magic in 2d.
As for additional content to the game itself.
- I have added random items to shops, just like in might and magic.
- I have added more treasure types.
- A large majority of the monsters are complete
I will post the new screenshots very shortly.
-
- Pixie
- Posts: 128
- Joined: 18 Jan 2009
Looks interesting! I'll keep checking on this
Might and Magic X official website:
http://www.mightandmagic10.thegaminguniverse.com/
http://www.mightandmagic10.thegaminguniverse.com/
- legendoferthia
- Marksman
- Posts: 400
- Joined: 09 Dec 2008
- Location: Canada
- Contact:
Just another update. I have decided to switch back to the original idea of using the tactical engine. The rogue-like engine lacked many features. Hpwever, all the previous updates such as the purchase random treasure in the shops, etc have been applied. I have also added a new character class, "Angel." However, this class can only be aquired later in the game.
I was just wondering. Would you guys prefer learning spells throught purchasing spell books like in might and magic games, or would you like it so that skills can be learned in a matter similar to ff6 (Espers)?
I was just wondering. Would you guys prefer learning spells throught purchasing spell books like in might and magic games, or would you like it so that skills can be learned in a matter similar to ff6 (Espers)?
Great! Looking forward to playing as an angel
Oh, and I didn't really play any of ff, so could somebody please enlighten me
Oh, and I didn't really play any of ff, so could somebody please enlighten me
Might and Magic X official website:
http://www.mightandmagic10.thegaminguniverse.com/
http://www.mightandmagic10.thegaminguniverse.com/
- Storm-giant
- Minotaur
- Posts: 693
- Joined: 13 Jun 2008
- Location: Torrelavega
- legendoferthia
- Marksman
- Posts: 400
- Joined: 09 Dec 2008
- Location: Canada
- Contact:
The demo is nearly complete... First ingame screenshots.
The demo is almost ready to be released. Just fixing up a few more things. Here are two screenshots from the actual story and gameplay.
Personally I'd prefer the spellbooks. This is Might and Magic, not Final Fantasy; I'd rather micromanage and customise my team without the game doing everything for me.savetara wrote:I was just wondering. Would you guys prefer learning spells throught purchasing spell books like in might and magic games, or would you like it so that skills can be learned in a matter similar to ff6 (Espers)?
- legendoferthia
- Marksman
- Posts: 400
- Joined: 09 Dec 2008
- Location: Canada
- Contact:
Another update.
I have decided to keep the spellbooks and scrap the idea of espers. After exploring through the game, I realized that equipment can be quite expensive, so I am now scripting in the merchant skill to help reduce costs. I have a few more bugs that crash the game I have to fix then I will release a demo.
I have decided to keep the spellbooks and scrap the idea of espers. After exploring through the game, I realized that equipment can be quite expensive, so I am now scripting in the merchant skill to help reduce costs. I have a few more bugs that crash the game I have to fix then I will release a demo.
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