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  The 8 Sins - strategy game with RPG elements based of 7 deadly sins  (Read 865 times)
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Offline Mad Hatter
« Posted 2018-06-11 10:10:56 »

As in the title I am working on a simple clone of the Disciples game series, to be precise:

= Description =
In this strategy, we expansion of cities, conquer new areas and collect resources, after each fight soldiers and leader gain experience, but when the leader advances, he chooses a new skill, but when the soldier promotesthey  transforms into a higher form unlocked in the capital, with each unit class we can choose only one branch of development.

= Style =
The action is taking in hell, so I try to create the most grotesque characters or surrealistic, so I'm open to the concept and on DeviantArt I set up catalog in my favorite for this stuff:

= Links =
Project pages:

= Statistics =
Hits points - determines how much of damage character can take;
Damage - there are three sources: physical, magical and mysterious;
Combat - decides about of chances of hitting or dodge;
Initiative - determines the order of units;
Armor - reduces physical damage as a percentage, at most 90%;
Resistance - works the same way as armor against magic, only that resistance is rare.

= Unit classes =
A unit that can not be a giant, so that it can cover more delicate units in the rear ranks, attacks the neighboring units with weapons;
It can be a giant that occupies space in the front and back ranks, attacks any unit with weapons.
As a shooter can be a giant, the basic task is to attack with magic and it does not matter if he going attack in melee, range or all enemies at once.
Here are the giants warriors or those who modify attributes by casting a curse or blessing.

= Nations (Sins) =
They focus on endurance, each giant can be as a defender, the leading style is to mix technology, magic and mutations in a messy way.

Demonic mutants who specialize in dealing psychical damage, their warriors including heavy ones are the most powerful in the game but the rear ranks performs the role of glass cannons.

Steam cyborgs with motives of death, all units are armored at beginning, which means that their troops are not cheap, they have the most powerful shooting units.

Fetish ghosts where all units have immunity, they have the most powerful mages in the game.

Appearance resemble plants and mushrooms, they are the fastest characters in the game because they run away from troubles and fight.

Masters of combat arts who look like anthropomorphic animals: lion, wolf, peacock, their costumes are over-decorated.

An army of insects-like demons that tries to be better than the others, which is why they have extremely oriented units, eg we have a choice between a sponge for a bullet and a glass cannon, warriors are mutants, shooters are engineers and magicians look like wraiths.

8 sin (on wikipedia I found information that in history it was even 9, for the project's need I chose this "sin")
Universal, when others have to decidet which alternative units will unlock on start, Acedia have one in each class, so that individuals have a rich development tree by catching up with every possible unit type (defender, killer ect).
Interestingly think is that, they have armor and immunity from the start which increases with other parameters on each level.
Its appearance resembles a church with holy fighters but in a nightmarish version.

Here I will stop writing because I gonna write a book.
Open to all criticisms and suggestions.
Offline Mad Hatter
« Reply #1 - Posted 2018-06-15 19:25:08 »

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>
Offline beeaware
« Reply #2 - Posted 2018-06-15 19:33:30 »

I like the idea and the artwork is quite original, however, the contrast seems to be a bit low, and the shadows are way too strong. Also, aren't you afraid that because of the quite rough pixel, some scenes might be hard to see clearly?

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Offline Mad Hatter
« Reply #3 - Posted 2018-06-16 03:52:10 »

however, the contrast seems to be a bit low
For now I don't have enough experience to fix that but like for now only you are opposite to this palette, others watchers say it's great

and the shadows are way too strong.
Its only presentation for PixelJoint where are pixels should be rough, all effect shadows and fog are not accepted

Also, aren't you afraid that because of the quite rough pixel, some scenes might be hard to see clearly?

Like I mention in devlog this is for testing, I must play around and see what will looks.
Offline meva
« Reply #4 - Posted 2018-06-16 20:57:20 »

Artworks are really great.
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