W.A.R.D.

RetroBoy

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[SIZE=36pt]W.A.R.D. [/SIZE]


“CHOOSE YOUR PATH!”


 


The fate of Wonder Island rests solely in your hands!
No Grand Destiny!
No Half-Blooded Heroes!
No Chosen Ones!

Do you have what it takes?

 


SYNOPSIS


  Wonder Island was once a bright and peaceful region; its many peoples bound in unity under the benevolent reign of King Gamalon. But now, the King is missing--stolen by dark magic--and the delicate peace has been shattered by an invading army of monsters! 



  It is an era of great tumult, disaster and dispair plagues the once happy people of Wonder Island and now it is up to a group of four young heroes to rise up and face the evils plaguing their lands... but will they triumph or die?


GAME DETAILS


W.A.R.D. (Warrior, Arcanist, Rogue and Disciple) is a homage to retro RPGs and Classic Arcade Fantasy titles and plays like a TACTICAL RPG. It follows a group of heroes of your own design across a bright 16-bit landscape, battling monsters, in search of the lost King. The game offers a wide range of races and classes to choose from, allowing the players to fully customize their fighting team for maximum replay-value.


MECHANICS


  This section is for game mechanic breakdowns.





LORE


THE COMMON RACES


  The common races are the seven races of man (Humans, Orcs, Elves, Dwarves, Gnomes, Goblins and Halflings). These seven races ruled over most of The Wonder Islands, each with their own thriving communities, blessings and woes. Though each governed its own affairs, they ultimately relied on the King for peace and with him missing and the monsters invading, their communities are plagued by fear, war and confusion.


HUMAN




ORC




ELF




DWARF




GNOME




GOBLIN




HALFLING




THE BEAST RACES


  The Beast Races are less adaptable than the common races and as a result, far less prosperous. However, what they lack in numbers they make up for in raw ability. While the common races must rely heavily on their Class Training to build a repertoire of skills to aid them in their adventures, the Beast Races have a number of special abilities or resistances that grant them a significant head start. The Beast Races Earn 25% less Experience.


AUREN




OGRE




AVINAZI




LIZARDMAN




AHOOL




HARDBACK




TILLIP




THE MONSTER RACES


  The Monster Races are creatures with significantly more power than either the Common Races or the Beast Races. They typically live on the fringes of society, in small wilderness communities or secret enclaves. Although they have the largest starting advantage of any of the races, they reduce the amount of Experience earned by 50%.


FLUXLING




GIANT




WEAVER




TROLL




CETACEAN




GARMAN




SPRITE




WARRIOR CLASSES


  Coming Soon


ARCANE CLASSES


  Coming Soon


ROGUE CLASSES


  Coming Soon


DISCIPLE CLASSES


  Coming Soon


[EDITING IN PROGRESS]
 
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Lihinel

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Edit: Plus, its in the wrong subforum, since there is no demo it should be in Early Project Feedback, if I am not mistaken.


-------


Hm... I guess the reason noone commented yet is that this reads more like a design document/sheet than a fleshed out game description, especially since the race facesets are mostly missing from the info sheets. (Right now its mostly an info dump)


That and the lack of ingame screenshots. (usually the first thing people are looking for)


So, if I got the information from here and those in the request forums right, you start off with 4 characters entirely of your choice.


Do you accuire more characters later on, or is it set in stone after the creation?


Do you plan to have a branching story or open world environment, or what is the main incentive to replay the game with a different party? (Other then different ways/tactics to use during fights)
 
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RetroBoy

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I stopped updating because I have been compiling stuff and working on getting everything ready. It will be updated soon. Its taking me longer than expected. It will be all better organized and written up probably within the next two and a half, three weeks, tops. Which is why I said at the bottom the update is in progress. I also do not plan to release a demo... at any point. I will be releasing nothing until I release the full game.

You start off with 4 characters entirely of your choice. Do you acquire more characters later on, or is it set in stone after the creation?


The four heroes you make at character creation are your set heroes for the game. They a great deal of customization available, but once you have started the game that is your team. I have toyed with the idea of magical items that would allow you to change race, but ultimately decided against them as I don't think it would really add anything to the experience.

Do you plan to have a branching story or open world environment, or what is the main incentive to replay the game with a different party? (Other then different ways/tactics to use during fights)


I have a linear story with an open world experience. Which means it is going to be extremely easy to wander into high level areas before you are ready and get lost. This is how games used to be when I was a kid and although everyone has told me its bad game design, I want to do it anyway. I think there is a certain amount of excitement to danger and because the battle system is tactical, there is a little more margin for error... and a bigger window to flee at the start of a battle.


I do not have "branching choices" as much as I have (or will, they re notes currently) give players a number of choices. These choices will give slightly different dialog but corresponding stat bonuses. Thus, as a player chooses to make more and more intelligent decisions the hero will become more intelligent. If they choose to be more direct or thuggish, their strength will increase, etc.


I will also be including a large number of Race Specific quests, which you will only be able to "unlock" if one of your heroes is of the corresponding race. These will be relatively minor as far as the plot goes, but might be a nice way of getting some unique or rare items that you cannot or make find otherwise.


I may have seven separate endings depending on the player's final choice, but as of yet I have not settled on that. I am trying to focus on finishing all the math and record keeping. I have been meticulously balancing this thing and I have pages and pages of skill lists, etc.


Players will be able to collect and craft (albeit to a limited capacity) hunt for rare treasure (including item sets, hopefully) and really heavily customize their team so that their combat style and strategies are uniquely their own.


Most of all though, I am hoping that people think there is a certain challenge to the game and feel a genuine sense of accomplishment when they save the day and watch the credits roll.
 

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