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Bleare Kingdoms: Strategy Rpg, Turn Based, open-ended game. Possibly going commercial. MODDABLE!
SunnyKatt
post Oct 4 2009, 10:30 PM
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Hey guys - I'm in such a happy mood because I (finally!) finished the first public release build of an ambitious game I've been working on for some time now.

WITHOUT FURTHER ADO,

BLEARE KINGDOMS


Game Website: Bleare Kingdoms: Official Devlog

ULTRA QUICK DESCRIPTION:
This is a strategy RPG game - You have soldiers and you move them on your "turn", attack with them, etc.
It takes place in the medieval times, but in a fantasy setting (as we see in most games) with wizards and magical items etc.
The Strategy/RPG part is in the battle engine, after the battle is over, the game resumes in the world map, where you move your character/party. This is where the game gets more interesting: The game world will be self interactive, meaning that empires will really fight for control of the world, using their resources, plotting assassinations, etc. You are just dumped into the huge game world.

LONG DESCRIPTION: What is Bleare Kingdoms?

Screenshots!




Notice the unique move field concept.

The first build (which is free) contains ONLY THE BATTLE SYSTEM, and it will be missing *some* features.


The best part about this game:
It is easily moddable. All units, stats, armors, weapons, other items, houses, effects, battlefiels, are stored in easily editable .ini files inside of module folders that are easily switchable. You could change the whole game to some crazy zombie mod in only a few hours. This gives the mod community HUGE flexibility. We will have forums set up and have documentation available so modders can go at it with this very powerful and flexible engine.

Download here, guys!
BUILD 1 DEVLOG POST
(direct)

Thanks for reading,
SunnyKatt

This post has been edited by SunnyKatt: Oct 8 2009, 10:58 PM
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Opium_RX
post Oct 4 2009, 10:40 PM
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Haha first reply to a great game.
Hope this get a lot of attention it deserves it smile.gif
Looking forward to build 2 smile.gif
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death-droid
post Oct 5 2009, 09:38 AM
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A brilliant start to a game but the low def graphics and repetitive music lets it down greatly tho.

This post has been edited by death-droid: Oct 5 2009, 12:23 PM
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King Chubbles
post Oct 5 2009, 11:19 AM
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That was really good, loved the graphic style.

The music was repetitive, but its a WIP. I would also sugjest making it so you cant go out of bounds, because i wasted a turn with my crossbowman walking into an invisable wall
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SunnyKatt
post Oct 5 2009, 10:45 PM
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Thanks guys!

@King Chubbles - I actually thought the graphics were a weak point. tongue.gif

We're working on making the music loop better and sound less repetitive for the second build, so no worries. biggrin.gif

And I'll make sure to stop the AP drain when people hit the screen boundaries for the next build as well, thanks!
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SunnyKatt
post Oct 8 2009, 10:53 PM
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bump, with info:
Over on the DataRealms forums, there was some confusion to how the campagin would play and whether or not it would contain good vanilla content:

QUOTE
Sorry, I don't think I was clear - there will be a game behind this!

The "campaign", as it is called, will start with the player making a character. After that, the player will determine the size of the map the campaign will take place on. From there, the world map is procedurally generated from a continent and split into nations with a simulated history. (Think of it like mount & blade, but on a MUCH deeper level and with a different world for every game).

You can train with elite mages from some faraway land (Regions will gain/lose proficiencies at talents that they find useful. So a nation in a secluded forest will naturally form into a stealth and archery expert nation, where a nation growing up on rolling plains will grow into more of a calvary type.), or travel to a distant country where the metal is better to get the highest quality armor (Weapons pre-loaded into the engine will have prefixes re-arranged and made available to only certain nations as their proficiency in forging increases).

What I'm saying is that this will be totally fully featured - sorry if I confused you into thinking it will be pure sandbox.

Natural objectives and goals will emerge to the player, and plenty of great vanilla content (weapons, items, rare spells, monsters) will gradually appear and develop over the life of the campaign, presenting new goals and challenges to the player and ways to deal with them.

We aim to hit a high replay value with a level of initial awe (when you first get a game and the excitement is high because you don't know everything yet) that stays high for as long as possible and can renew itself.

And under all that is a great engine that modders will have flexibility with. tongue.gif
Hope that helped!
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Opium_RX
post Oct 13 2009, 09:13 AM
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So its gonna be like a little like dungeon siege or w/e that game was called where people get lvls while they play missions.
Oh btw what happens if your char dies will it be in the next mission or will you have to get another one?
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SunnyKatt
post Oct 13 2009, 09:45 AM
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Death, as of what's planned right now, will just require reloading your game. I'm not sure that we have a better way of doing it. wink1.gif
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SunnyKatt
post Oct 17 2009, 08:53 PM
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INFORMATION-PACKED BUMP!

Official build 2 checklist was posted today:
http://blearekingdoms.wordpress.com/2009/1...ld-2-checklist/

Among the things planned are a new HUD, calvary, magic, and the ability to have multiple players.
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Opium_RX
post Oct 20 2009, 03:39 PM
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Well if you need any help with the gfx you know where to find me =]
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