Human civilization is in shambles. You lead a group of survivors whose goal is to rebuild civilization as you see fit.
You begin in an infected village. Scour through infected buildings to find new resources to survive, clean them and convert them into what your new society needs (houses, hospitals, cafeteria...).
Along the way you will encounter other groups of survivors who have also escaped the apocalypse. You decide whether they join your community or leave them to fend for themselves. But be careful: not everyone can be trusted.
All your survivors have specific skills, personality traits and needs that you will have to fulfill if you want them to stay a happy and active member of the community. They will forge relationships, and eventually found new families.
As the world stretches far and wide, you will be able to send out expeditions beyond the borders of your village, find new recruits and locations to explore, and bring back resources to keep your community healthy and safe.
Be warned: this world is full of danger and you will have to make tough decisions. Not everyone can be saved with the meager resources at your disposal. Will you sacrifice those who don't benefit your community, or will you try and save everyone? The choice is yours.
Will you be a benevolent leader, or will you murder and rob those who don't agree with your vision of this new world?
4 years ago, before starting Forsaken, I was toying around a few different ideas for the game that I wanted to develop. I was thinking about a rogue like game, a multiplayer arcade racing game and a few other ideas amongst which the idea which became Forsaken: Year One. Since I am a solo developer, financing everything from my savings or from contracts I encounter along the way, I wanted to be able to choose a project that would allow me to complete it entirely alone or as close as possible. So I chose the city builder idea amongst all the other because it was programming heavy and it was a project that would be less dependent on graphics to be fun.
I also thought that hiring a 3d artist to model everything from buildings to trees to characters would be a lot more expensive than working with a 2d artist. I had worked with a few 2d artist that could produce a quality assets in a very short time so it seemed like the best choice.
Here are a few screenshots from the 2D version:
Almost a year ago, after settling on the art and working with an artist friend I went to a conference in montreal called MIGS: Montreal International Game Summit (read about it here) and had the chance to showcase an early version of the game complete strangers. Even though the idea interested a lot of people, most of them seemed to be turned off by the graphics and the fact that it all looked so static. To continue my investigation, I posted a few times on reddit, the unity forums and here on indiedb, and it feels like the vast majority didnt enjoy the art style.
I also started looking into adding moving shadows, implementing time of day, seasons and other effects and it seemed increasingly difficult to find 2d solution to these problems whereas I could find asset store packages handling this problem for a fraction of the cost. I also started looking at different art packages (as low as 5$ for some assets) and realized that either I could find an art style that would fit my needs or that I would hire an artist to homogenize everything and thus reduce costs. And so, in february 2017, I decided to completely switch over to 3D.
Here are a few screenshots from the new 3D version:
It took about 6 months to change the engine to properly handle 3d, add animations, gather and integrate different packages, properly handle camera and make the game more fun and less buggy. There is still work to be done to get rid of the old 2d elements and art style, but I am currently happy with what I have.
I have also started doing devblogs, and you can see them here (Subscribe to youtube if you want to hear about them as soon as they are available). Here is the second one about the graphics improvements:
We were at the Montreal International Games Summit (MIGS) last week-end to show “Forsaken: Year One” for the first time, so it is time to look back...
Preview video of the first prototype of turn based tactical combat.
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