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Bright Red Skies is a story driven apocalyptic tactical turn-based RPG where one decision can alter the entire story.

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Bright Red Skies is a story driven apocalyptic tactical turn-based RPG where one decision can alter the entire story. It takes place after a world war occurs in a fictional world and nations become divided. The main draw of the game is going to be the varied storylines that happen based on the player's action. The idea is that playthroughs are relatively short for an RPG (4-5 hours) but there will be many significant divergent story paths where the player is able to replay events that leads them into seeing the conflict occur at different places throughout the entire continent.


In terms of the gameplay, it will play out as a tactical turn-based RPG on a hex grid. Each entity on the hex grid represents a "squad" which comprises of a "leader" unit and up to three "member" units. The leader determines a majority of the stats of the squad while a member adds minor boosts in the squad's stats. More importantly, a squad gets one ability (other than move, basic attack, use items, and defend) and this is determined by the leader. A squad also gets a passive ability for each member in the squad. For example, if there were a unit that was a sniper, having them as a leader might give you a snipe ability to make a long ranged attack, but having them as a member might give you a passive +1 range for the squad.

Some other things that have been prototyped are the dialogue system, player menu, and item shop:



To prevent the player from doing any backtracking (to stop any story paradoxes that might occur), when the player moves to the map screen, they move along a predetermined track where random and scripted event can happen:


When the player is within a town/city, the game plays like a point and click game where you have to click direction arrows to move around:


First attempt at a cutscene:


So, I believe that a lot of the core features have been prototyped now it's just a matter of making sure that the code is bug free and working as intended. Currently working on serializing all the data to JSON so that I can modify scene data fairly easily but realizing that there are some constraints such as Dicitionaries not having complex object keys.

The goal is to get a small working demo by the end of 2018 so if you want the latest updates be sure to follow me on Twitter, where I post the newest stuff!

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Bright Red Skies
Platforms
Windows
Creator
markviola
Engine
Unity
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Style
Genre
Role Playing
Theme
Sci-Fi
Players
Single Player
Project
Indie
Twitter

Latest tweets from @mark_viola

Updated dialogue events to have character expressions so they don't look like zombies anymore lol. And highlighted… T.co

Jun 19 2018

Reworked Dosero, the starting area of Bright Red Skies. Also changed a bit of how the dialogue stuff looks like :)… T.co

Jun 19 2018

How much content should a demo for an RPG have? Like 45mins-1hr worth, or is that too long? #gamedev

Jun 18 2018

Put some speech bubbles and patrolling characters. The alignment looks really weird right now or should I say "styl… T.co

Jun 16 2018

First look at Vickery, the first settlement you encounter in #BrightRedSkies. It just needs some actual inhabitants… T.co

Jun 14 2018

18th most popular on @IndieDB thanks to the 24hr refresh system they have lmao. I get a taste of feeling famous bef… T.co

Jun 13 2018

Updated the equipment selection menu again lol. This is definitely a more finalized version of how it should look l… T.co

Jun 12 2018

First mockup of the new game+ screen. The idea is that whenever an ending has been reached, the tree will add that… T.co

Jun 9 2018

Items are now be used in the combat scene. It'll highlight the possible targets for the item then lets the player s… T.co

Jun 7 2018

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