This is epic, and it sounds like you can pull it off. I just want to touch on the boss dynamic. It's a good idea, however, I feel like if you're going to let the boss's speed determine who moves first, you should extend that to be an initiative system for all units. It might slow down play a bit, but it adds a whole level of tactics. It would require some way on screen to denote turn order as well. But it keeps the gameplay consistent and it adds another layer of decision making. Keep up the great work, I know all of us fire emblem fans will love to watch your progress!
A lot of cool ideas! I like your idea for Boss FIghts. I used to play those same Fire Emblem games on GBA, and boss fights were basically me bullying the boss with my longest range units while they stood still most of the time. Hope you the best! (I'll definetly play that demo when it drops)
Thanks for that! Kind of funny how that's also pretty much my experience as well with FE back in the day. I'm trying to get the demo polished for Steam's turn-based RPG fest in late September this year and i hope ull get to play it!
Tossed a wishlist, can never have to many TRPGs! :D The "Boss fighting" you talked about for sure sound like something the genre need to develop. Hope you get yours going!
Man you did that alone, that is fantastic, I dont play this type of game but the artsyle is cool and clean. As a game creator myself in unreal engine 5 I wish you the best for finishing this project.
Oh, this looks very cool!! This project caught my eye as a Fire Emblem fan, I'm honestly excited to play it when the demo drops! I like the things you laid out in the video, particularly the environment effects (grass burning is a neat idea 👀) and the boss battle system, which I find especially interesting for the genre. I also must compliment the art, it's very well done! On another note, have you ever considered also posting on itch? Many people (including myself) specifically use it to play indie projects, since on Steam it's sometimes difficult to find them. Regardless, I'm looking forward to future devlogs, and good luck to you!
The boss ideia is really cool, but would have them have different speeds: some bosses would act very frequently others less, this way you can create bosses that feel really different with different challenges to each
ggod luck witht the game a more in depth classic turn base sounds great. with the boaa having multiple turns maybe make it so he cant attack the same character within 1 turn. will keep players from being upset that the boss killed off the "white mage in 1 turn.
Have you played yugioh capsule monster coliseum its also a tactical rpg. a mechanic from that game that sticked with me was that every unite had a unique movement kind of like chess pieces. Which made approaching enemies more strategic and that you cant just use your most powerful units. In fire emblem i notice movement is king and picking slow units is almost always at a high disadvantage. Also how are you gonna make the enemy ai for not just all running in to the your front most unite and killing themselves Good luck with your game looking forward towards it
I haven't played that but I was a big fan of the original ygo tv show so i'll check that out for sure, sounds very interesting. What you said with FE is very true too, I really like heavy armor knights but theyre just so slow lol. As for enemy ai there are ways to prevent that by assigning logic to units for different behavior - like prioritize weakest target, going for highest potential damage, or staying still, etc. Then you expand it's detection radius so you can't "fish" them out with a single unit at the peak of their movement range
Hi Big Al, for some reason your video got recommended to me, but I am happy to see your project. Do you accept music/sound design demos? I probably have quite some time on my hands upcoming school year, as a music college student in the direction of Film and Game Composer, I am looking for projects to work on for portfolio, so I was wondering if I could help you out in the sound department.
Thanks for checking it out! There isn't a discord/community set up right now but I am working on that - tho it may take a few months before i have time to maintain that. The best way to follow this project rn is to just subscribe or wishlist/follow the steam page 👍
I couldn't even be bothered to complete the base game. Complete obvious and visible waste of time (Not fun) I'm happy you've drawn from actual inspirations and said you enjoy a range of games spanning a wide period of time? You don't seem to be those "I play souls, souls and..... SOULS!" - People with no imagination so they can't make any games that aren't souls clones, again, because they lack imagination and creativity. I'm pretty happy and thankful you're aren't one of *those* people, when you're making games.
I love the art style you put in, it looks great. I am really curious about narrative and characters, that's for sure one of the biggest selling points for these kinds of games at least for me but also I know that this early in a game a lot of elements do change for plot and character.
Thanks! There are still lots of moving parts right now but I plan on sharing that along with my character design and worldbuilding process in a devlog at some point. It just feels a little bit awkward for me to talk about that sort of thing until I can also share it with related gameplay I feel.
WISHLIST SECRETS OF SHADOWS HERE
store.steampowered.com/app/3111150/Secrets_of_Shadows
Subscribed, liked & wishlisted! One of my favorite genre's, and I love the look of this so far. Please keep at it!
Ohh, this looks cool. I fooled around with this idea once, but writing AI for turn-based strategy games can be really challenging.
Thanks! yeah ur right i think there are ways to make "simple ai" feel smart/varied enough but itll be a challenge for sure.
This is epic, and it sounds like you can pull it off. I just want to touch on the boss dynamic. It's a good idea, however, I feel like if you're going to let the boss's speed determine who moves first, you should extend that to be an initiative system for all units. It might slow down play a bit, but it adds a whole level of tactics. It would require some way on screen to denote turn order as well. But it keeps the gameplay consistent and it adds another layer of decision making.
Keep up the great work, I know all of us fire emblem fans will love to watch your progress!
A lot of cool ideas! I like your idea for Boss FIghts. I used to play those same Fire Emblem games on GBA, and boss fights were basically me bullying the boss with my longest range units while they stood still most of the time. Hope you the best! (I'll definetly play that demo when it drops)
Thanks for that! Kind of funny how that's also pretty much my experience as well with FE back in the day. I'm trying to get the demo polished for Steam's turn-based RPG fest in late September this year and i hope ull get to play it!
Tossed a wishlist, can never have to many TRPGs! :D
The "Boss fighting" you talked about for sure sound like something the genre need to develop. Hope you get yours going!
@@MrExeetor Thank you so much, glad you agree
Man you did that alone, that is fantastic, I dont play this type of game but the artsyle is cool and clean. As a game creator myself in unreal engine 5 I wish you the best for finishing this project.
Good luck to you too!
Love it! My english isn't very good, so i appreciate the subtitles!
I'll be waiting for more devlogs :))
+1 wishlist
Cool game! Thanks for sharing the dev log. It helps new devs like me.
Looks pretty cool. I’ll wishlist!
Really promising! Extremely excited to see where this goes!
I love how this looks, very evocative of the old school tactics games! Will be watching this project!
🙏
Good luck with the game, leaving the comment for support
Looks great!! Im excited to watch more devblogs!
Appreciate it! I just checked out ur channel too and i really like your style - definitely something that would be great for a game or a visual novel
Damn, this looks nice.
cant wait to see more of the devlogs.
Thank you so much!
Looks promising! Keep it upp!
@@Bdtz072 Thanks :]
Oh, this looks very cool!! This project caught my eye as a Fire Emblem fan, I'm honestly excited to play it when the demo drops! I like the things you laid out in the video, particularly the environment effects (grass burning is a neat idea 👀) and the boss battle system, which I find especially interesting for the genre. I also must compliment the art, it's very well done!
On another note, have you ever considered also posting on itch? Many people (including myself) specifically use it to play indie projects, since on Steam it's sometimes difficult to find them. Regardless, I'm looking forward to future devlogs, and good luck to you!
Thank you!! I will be posting a demo on itch as well as steam as soon as its ready!
Ah, very nice!! Some shades of Final fantasy tactics as well i suppose?
This is cool! we are looking forward for more!!
@@ezekielcapinpin2482 Thanks for the kind words, next update will most likely be in a week or so
I'll still make my own strategy rpg some day, building the base systems feels like a multi year process without any rpg frameworks...
yea its rough for sure lol, unlike a platformer where you can "see" gameplay within a few hours of coding
HOW DO YOU ONLY HAVE TWO SUBSCRIBLERS
😂 thanks man that made my day. i just started 2 days ago so we taking it slow and steady
The boss ideia is really cool, but would have them have different speeds: some bosses would act very frequently others less, this way you can create bosses that feel really different with different challenges to each
incredible, i had my own project but with no experience or talent with visual art, music and level desiign, i had to give up
I like it
ggod luck witht the game a more in depth classic turn base sounds great. with the boaa having multiple turns maybe make it so he cant attack the same character within 1 turn. will keep players from being upset that the boss killed off the "white mage in 1 turn.
For sure, thanks for the suggestion!
@@secretsofshadowsgame i made that comment dead tired thanks for putting up with my typos.
This kind of reminds me of a mixture between fire emblem and advance wars
Have you played yugioh capsule monster coliseum its also a tactical rpg. a mechanic from that game that sticked with me was that every unite had a unique movement kind of like chess pieces. Which made approaching enemies more strategic and that you cant just use your most powerful units. In fire emblem i notice movement is king and picking slow units is almost always at a high disadvantage.
Also how are you gonna make the enemy ai for not just all running in to the your front most unite and killing themselves
Good luck with your game looking forward towards it
I haven't played that but I was a big fan of the original ygo tv show so i'll check that out for sure, sounds very interesting.
What you said with FE is very true too, I really like heavy armor knights but theyre just so slow lol.
As for enemy ai there are ways to prevent that by assigning logic to units for different behavior - like prioritize weakest target, going for highest potential damage, or staying still, etc. Then you expand it's detection radius so you can't "fish" them out with a single unit at the peak of their movement range
Hi Big Al, for some reason your video got recommended to me, but I am happy to see your project.
Do you accept music/sound design demos?
I probably have quite some time on my hands upcoming school year, as a music college student in the direction of Film and Game Composer, I am looking for projects to work on for portfolio, so I was wondering if I could help you out in the sound department.
Intresting project, is there any discord server or community that i can join?
Thanks for checking it out! There isn't a discord/community set up right now but I am working on that - tho it may take a few months before i have time to maintain that. The best way to follow this project rn is to just subscribe or wishlist/follow the steam page 👍
@@secretsofshadowsgame ah, thank you for responding! Please keep me updated on the status of the discord server(if possible).
I couldn't even be bothered to complete the base game. Complete obvious and visible waste of time (Not fun)
I'm happy you've drawn from actual inspirations and said you enjoy a range of games spanning a wide period of time? You don't seem to be those
"I play souls, souls and..... SOULS!" - People with no imagination so they can't make any games that aren't souls clones, again, because they lack imagination and creativity.
I'm pretty happy and thankful you're aren't one of *those* people, when you're making games.
I love the art style you put in, it looks great. I am really curious about narrative and characters, that's for sure one of the biggest selling points for these kinds of games at least for me but also I know that this early in a game a lot of elements do change for plot and character.
Thanks! There are still lots of moving parts right now but I plan on sharing that along with my character design and worldbuilding process in a devlog at some point. It just feels a little bit awkward for me to talk about that sort of thing until I can also share it with related gameplay I feel.