Dead Monarchy is a Medieval, Turn-Based, Mass-Tactics RPG with survival elements. It is a game influenced by other games such as Battle Brothers, Banner Saga, XCOM, Age of Decadence and Jagged Alliance. Dead Monarchy is a game created by one guy, addicted to turn-based games. At its heart, it is about the management of a mercenary company that travels the lands in search of fame and glory and perhaps nobility.
Dead Monarchy will be continually developed over the course of 10 years, because that is the most realistic time frame I can give myself to fulfill all my goals. It will come in two modes, "Tourney Mode" and "Monarchy Mode". Tourney mode will be more focused on combat and company management and as the name suggests, is centered around medieval tournaments. With the addition of the overworld map, Dead Monarchy will eventually grow into "Monarchy Mode".
With the overworld map in, tournaments will become a dangerous but lucrative side activity. Eventually the two modes may be seamlessly integrated as other activities such as dungeon delving and minor territorial gameplay mechanics get added. It will be a long journey but an eventful one, a journey I am hoping that you will join. I don't have a dedicated QA team, I only have you. From one player to another, let's make a game that will make us social outcasts! Kidding.
- Command up to 12 mercenaries/knights/murderers/colorful backgrounds in glorious turn-based combat. The party size may increase in the future.
- Unique weapons that define your play style and character growth. Greataxes, Longswords, Rapiers, Axes, Hammers, Maces, Scimitars, Swords, Claymores and the Daito and more! Each weapon will have its own skill tree.
- Two types of turn-based combat. In tourney combat, combat is divided into player and enemy phase, all actions are queued and play out at the end of each respective phase. This introduces interesting dilemmas as you can no longer immediately react to each action in a phase, plan ahead and consider every possible outcome. In field combat, phases are still divided between player and enemy but actions are no longer queued, they are triggered immediately on player input and will be something you are more used to if you played more or less any recent turn-based game. This opens up abilities that are not fully suitable for tourney combat, IE abilities that grant free actions. Having two different types of combat systems means you will have to decide between developing your mercenaries for field combat or tourney combat.
- Diverse Enemies: The point of perspective is from the feudal European kingdoms and you will come into contact with factions inspired by the Romans, Greeks, Ottomans, Persians, Chinese, Japanese, Danish Vikings and Celtic Tribes. Each faction will introduce unique weapons and challenges that augment your current strategy.
- Diverse Equipment: No flaming shoulder pads. With each faction, comes unique armor and weapons that are inspired from history and as such, grounded in reality!
- Meaningful Violence: Decapitate a head to reduce the morale of your enemies, but first you'll have to destroy his/her helmet. Armor plays a pivotal role and protects your units against weapons but eventually can be worn down and destroyed.
- Company Management: All mercenaries love gold and need to eat! Balance your expenses as you struggle to outfit and pay your mercenaries, each death is an investment gone wrong. Hello permadeath!
More features to come :)
More info can be found on my website: Dead-monarchy.com
You can also follow Dead Monarchy on Twitter and Facebook: @Dead_Monarchy.
I'm also on the codex, I post quite frequently there and then branch out to other forums.
Greetings fellow gamers,
Kevin here with this week's update! This week's update is something that I am particularly excited about as it covers formations. As a player, it is something I've always wanted to see get done in turn-based games/RPGs as I wondered why the majority of turn-based games were focusing on small parties of 4-6 units more or less charging each other.
As I mention in the video, I can't give enough praise to Battle Brothers, definitely one of my most favorite games and one of the only games to tackle this issue. However, seeing as I wanted to transition into 3D space, quite a few issues popped up when dealing with formations, mainly rotations and the shape of the formation itself.
One of the reasons why Dead Monarchy is square/tile based is because of formations. On a hex grid in 3D space, formations just cannot be represented properly when considering that individual units will form up together to create a tight rectangle. I quickly found that it just looked too jarring and was something that I really wanted to represent properly. Having said that, formations can take different shapes and are not restricted to a 3x2 rectangle.
Why all the fuss about individuals within formations? Because from the start, I've always wanted to focus on the individual mercenaries/soldiers that you recruit but I also wanted to implement larger scaled combat. When you start to have combat with more than say 6 units on each side, you need to start considering formations as a large mass of units charging at each other just doesn't quite represent large scale combat properly.
I'll leave the finer details of the formation AI progress to the video, but to summarize my progress so far, individual units who have their own individual AI can also form into formations and band together to protect their flanks, each formation can operate independently and flank the player. Formations can break when engaged in melee, surround the player and then also reform into a formation again. Formations can also take defensive stances and stay in one position but can also rotate as the player tries to flank around the sides of the formation.
Another important thing to note is that formation AI only takes place in field combat. Field combat is different to tourney combat in that actions are no longer queued, they are triggered immediately. What this means is that abilities that grant free actions, IE "quickshot" from the bow can be used in field combat as in tourney combat, each unit can literally only act once before it is put into the queue. Tourney combat is its own thing with its own challenges and so is field combat. They are two different combat systems albeit slightly similar. What this means is that you will also have to decide between tailoring your mercenaries for tourney combat or field combat. A mercenary who specializes in leadership abilities may be suited for field combat but won't be as effective in tourney combat. Tourney combat is a side activity that rewards a lot of crowns but they are also spontaneous events, so you'll have to balance between regular field work and cashing in on tourneys.
If I haven't mentioned it before, I am using a rapid iterative development cycle. In other words, it means I often work on a couple of things or "modules" at the same time without completely perfecting each module but getting it to a playable state and then giving it to the players for further feedback. After the feedback process, I then go back to improve upon it with the feedback I received and I often repeat this cycle quite a few times. I find that this development cycle works well for an individual developer that relies on the community but also in keeping me sane. So because of that, I'd like to once more thank those who gave me feedback on the demo, I really do appreciate each piece of feedback!
In between working on formations, I've been doing a bit more work on armor. I haven't decided on the names yet but I wanted to start putting together some mercenary sets that didn't really have a distinct color, IE red. So for mercenary equipment, you'll more or less see a lot of neutral colors and armor that takes on the form of brigidines, maille and splint armor. I find this works well, as it is in stark contrast to noble house armors which is comprised more of full plate and decorated tunics.
That said, eventually you'll gain access to the first tier of plate armor, which is ironically inspired by late Gothic and Maximilian armors, this armor will appear more rusty and worn down but still provide substantial protection. You will eventually be able to acquire noble house plated armor, but at that point you are more or less up against the tanks of the medieval age.
For a bit of fun, I've also included a set of samurai-esque armor for the Eastern factions. Just bear in mind that I haven't done the Asian base model yet and that all these pictures of armor are in-editor. They haven't been optimized yet, but there won't be much visual reduction either. If you played the demo, that is a good example of the armor/mesh detail I am going for in Dead Monarchy.
Until next time!
In this devblog, I'll be going over armor variety in Dead Monarchy and how it impacts story and world building, touching a little on armor progression...
Episode 6: Brutality vs Nobility. A very close fight indeed.
Episode 5: Full Scale Fight! Things start to really heat up!
Episode 4: The Congo Line! The good fight continues as we move towards the finale.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Hey there! It's been a long ride and yet the journey is only beginning. The demo is finally out and I'm excited and nervous at the same time. Keep in...
No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Add file and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.