Taiwan indie game developer, Maker Production Team (http://www.chimakier.com/) publishes retro style SRPG - CONVICTION - on Steam after a year of development in Early Access.
- CONVICTION - is a strategy roleplaying game inspired by previous masterpiece of the genre.
The game tells the story...
credits : Gakuto Mikagami, Doctor_Q
Do you like Turn Based Strategy RPG games?
If so, then I'm also like it so much just like you.
Therefore, on this occasion, let me introduce a...
The Conviction demo is finally ready for the world to try.
Demo version: c_test.02
The demo is available in English, Japanese, Traditional Chinese, and Simplified Chinese (you can switch to your language in-game).
Enjoy the first 2 levels of the game (about 30 minutes of...
Oh man, is that a ROBOT!?
BAZBOT is a pseudo SRPG made in RPG MAKER MV where you take control of four sweet robots that are really good at killing stuff.
The hell is a Bazbot?
A Bazbot is a robot specially designed to be possessed and manipulated by a spirit. Developed by the US government, a...
I'm having some serious issues with it. I want to make a tactics-type game where you move individual units around the field and fight. I'm trying to implement a function where you can get poisoned by stepping on certain terrain, and I would use regions to help with that. I bound Region 1 with a...
So for my game I am looking for a Srpg system.
A game that has inspired me is legna Tactica.
I was hopeing someone could write a plugin for a battle system similar to this.
Things I would need:
Tiles for player and enemy to walk on. So There is...
Hello everyone, I'm interested in working on an SRPG and I'm hoping some people are also interested in collaborating. A whole lot of it is work in progress at the moment and I would like help on some of it, writing included. The game I'm currently recruiting for shouldn't be too long though, I'd...
I believe the TRPG genre has a lot of potential that haven't yet been explored. The movement, range and locations add a new layer to combat after all. Basically, we can have dash attacks, knock backs, abilities that impede movement or AoE moves that specifically damages a target and their...
While I have seen many posts about this being difficult and yet done in the past so perhaps one day it will be done here, I have attempted to look in to resolving certain issues with going about creating a game type such as this on my own. Some I have resolved, others I have not, but I am...
I am adamant about not having missable quests, which means having to write entirely new scenes at each plot progression that takes into account that time and events have passed since the quest could first be accepted while still having there be a quest to solve in the first place. It's worth every second.