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What is "Cohort" ?

"Cohort" is a tactical role-playing game set in a fictional realm reminiscent of medieval Europe. Your objective is to triumph in a sequence of battles by commanding a cohort of five units. Each successful battle offers opportunities to gather and unlock additional content, as well as capabilities that enhance your likelihood of success. Upgrade your units with increasingly effective equipment, unlock new skills, and access a variety of jobs to bolster your strategic advantages.

Menu Demo

What has been accomplished so far ?*

  • The implementation of the combat engine and AI
  • The design and integration of most jobs, skills and equipments
  • Incorporating essential RPG elements such as stores, unit recruitment and unlock mechanics

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Yet to be implemented are the full-fledged story mode and a significant portion of the battles. Some artistic elements, sounds, musics**, and animations are still pending completion. Finally, be aware that gamepad support is not yet available


* Kindly be aware that this game has been developed by a sole individual since 2012 during their free time. Since this project lacks external funding, there is no need to submit applications or collaboration proposals.

** Music tracks are taken from "Fantasy Battle Music Free Pack" by Tyler Cunningham and "Adventure RPG Essentials Music Pack (lite version)" by Chris Kohler. It is very likely that this will change depending on the future of the project.

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After a five-year hiatus since my last article, I am thrilled to rise from the realm of the "dead" and announce the release of the first public demo, accompanied by an updated trailer. This marks a significant milestone in the project's journey, and I am eager to share the progress made during this time.

Menu Demo

In order to provide a taste of the gameplay without revealing too much content, the demo for my project features a single classic battle. This focused experience allows players to get a glimpse of the mechanics, graphics, and overall atmosphere without giving away the broader storyline or key plot points. I believe this strategic approach will pique curiosity and generate excitement, leaving players eager to explore the full extent of the project upon its complete release.

You can download the public demo and watch the trailer here

battle demo

Over the past five years, my journey with this project has been a rollercoaster of personal and professional commitments. Despite the lack of time and energy, I managed add and refine various features, thank you to my first supporters and their cheering. Optimizing the game engine for more flexibility and better performance has been a incredible challenge. Shaders have been implemented for outline and pallet swap effects, helping to reduce the game size, the loading time and memory consumption.

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Behind the scenes, a homebrew level editors and AI debugging tools have been added to my toolbox. The technical side also saw an overhaul of the visual effects engine and the integration of sound effects alongside background music. Notably, there's been a substantial improvement in the artificial intelligence, making gameplay more challenging and engaging.

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The game's visuals and mechanics have seen practical upgrades. Animations have been revamped to bring more emphasis and various jobs have undergone redesigns. Additionally, the gaming experience has been enriched with the introduction of new enemies, adding more possibilities and challenges to the gameplay. These upgrades aim to provide players with a more polished and enjoyable gaming experience.

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Gameplay became more nuanced with the introduction of "mental points" influencing skills and spells. Strategic elements have been added, such as ground height, as well as unlocking achievements, equipment and skills. Unit records are now tracked and the narrative experience has been enriched with improved dialogue and narration. Ergonomic improvements were implemented to enhance the overall gaming experience, while a considerable number of bug fixes addressed various issues.

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With a project as extensive and dynamic as this, it's no surprise that the sheer volume of work done and yet to be tackled can be overwhelming. As the sole contributor of this project, updates have been infrequent, and the progress reports might not reflect every accomplishment. If you're eager to stay in the loop and receive more immediate updates about Cohort, feel free to follow @FJeandinot on X.

Thank you for your understanding and continued interest in the project!

-MrDino / Franck

Update #6

Update #6

News 2 comments

Hi everybody ! You know what ? Cohort is still under development (and still no public demo) !

Update "#5

Update "#5

News

Hi everybody ! Cohort is still under development and we are now very close to the release of a public demo.

Update #4

Update #4

News

Salutations everybody ! This article covers more than a year working in direct vein of last update.

Update #3

Update #3

News

Cohorte is still under heavy development and this is for good !

Post comment Comments
Loxley
Loxley - - 10 comments

Hope you keep working on this. Very promising (:

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niggeltornnn
niggeltornnn - - 1 comments

hello I'm new in using monogame. my proyect is a firee emblem panzer general hibrid.
which tools to import using Tiled Map Editor (TMX files) to monogame. you use???.

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crazyjake56
crazyjake56 - - 297 comments

I wish the colors contrasted a bit more.

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MrDino Creator
MrDino - - 3 comments

I agree. I'm still working on graphic design. I'll probably add more contrast and contours, and a quieter background.

Reply Good karma+1 vote
Yat
Yat - - 3 comments

Very impressive for a one-person project. I will enjoy playing this!

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CYON4D
CYON4D - - 276 comments

Looks nice, good luck with you project!

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