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Legendary Journeys: The Eye of Baal


An old man's son deviously encased by magic. Too old to continue his search for the Tears of Baal, the four pieces when brought together form the Eye of Baal, he searches for someone in Ebbon to help him free his son. His previous champion lies dead at you and your companion's feet with a note.

Explore the world of Ebbon in search of the four ancient artifacts that are The Eye of Baal in an attempt to free the magically encased son of a father who is no longer able to carry out his quest. Create a personalized party of adventurers to carry out this task.

Throughout your adventures, you will encounter mythical beasts and devious puzzles. Your party will gain in knowledge and power through training and combat.

The game is influenced by the Might and Magic series, Everquest, and Dungeons & Dragons (table top game). It is played in the first person perspective as a "blobber". You create a party of four characters by selecting their class and assigning points to their attributes. Combat is turn based; exploration of the world is real time. As your party adventures and gains levels, they will gain skill points to assign as well as additional attribute points. New skills are earned by visiting trainers through out the world.

Currently, a small alpha demo is ready for play. There are several maps to explore, trainers, monsters to fight. You can complete the first part of the main quest and a few small quests as well.

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Long Time - No Post

News 1 comment

It's been a while since I have posted anything. Day job sucked the life out of me with
a big datacenter migration which we finished up Valentine's Day weekend. Despite the long hours, I still managed to get some dev work done with the game! Most of the work that I have been doing is
creating and populating the needed zones for the game. I've added some screenshots of the a few of the new zones for your enjoyment. Note: some of these are early shots and are still a work in progress.

Now, I have a certain art theme that I've been trying to maintain; so, this isn't Assasin Creed Odyssey
level graphics were talking. This theme is based on the art that I have available and my abilities as a level designer :) So, if you like state of the art graphics that makes your GPU cry, sorry to disappoint.

Murkwater Swamp

Stonehammer Keep

Medusa's Lair

Shimmerscale's Lair

I have figured out a better way to handle the mob's AI. It's a faster method vs. deciding which spells/abilities
a mob has access. Now, I assign based on their level and what skills they should be using. I still consider any special
abilities/spells a mob may have and assign those individually. This has helped in speeding up mob design consideribly.

The run system has been revamped! I have added code which will select the nearest run point instead of retreating
to your starting location within the zone. Currently, Nerah's Landing is the only zone that has been updated.
I'll be updating all zones to include the multi-evac spots. So, within dungeons, you will no longer retreat
to the beginning. You will retreat to the nearest safe spot within the dungeon.

I've worked on my melee abilities. These abilities are tied to a specific skill. So, if you have the sword skill
and a sword equipped, you will be able to use those abilities that you have trained. You gain access through combat
books similar to spellbooks. What you can train in is based on your current skill rank and level. I have been
contemplating adding ranks to each ability like there are with spells. The idea, you will need to seek out
trainers to increase your rank within that ability much like casters need to seek out spell tomes to increase
their spell's rank. I have decided yet; but, I really like the idea.

I'd like to say thanks for those who are still interested in this little game. It has kept me
motivated to finish it. I will admit, this was not what I set out to make. I originally wanted to create
a single-player (maybe with co-op) MMO style of game including the tab-targeting combat system EQ and WoW uses.
I was moving right along. Then, one day during testing - the game was not fun for me. So, I backed off of development
for a while and started playing some older RPGs that I wasn't able to play during their heyday (either the PC was lacking
or I was playing EQ at the time :)). Well, I discovered Might and Magic 6-8 and loved the party development aspect of the game.
And, that's how I got the idea to meld MM6 with EQ/WoW style of play which I found fun. My biggest fear, no one else would like the idea.

I have my PC specs figured out for the game. I have a few PCs and laptops available. What I discovered: this game
wil NOT run on a potato. I originally was targeting my laptop with an integrated graphics chip (an old intel chip).
I cranked everything down to the lowest settings. It ran - barely. Specs are at the end of this post.
I did this because I needed that info. Plus, after many arguments with myself, I decided to put the game on
Steam. I'll be creating the page soon. It makes sense to do so. I liked the cloud save feature of Steam and the
SDK was easy enough to integrate. I'll probably create some achievements for those that enjoy them.



Minimum Requirements
OS: Win 7
CPU: Quad Core 3.5ghz
GPU: GTX 1050ti
RAM: 8gb
Resolution: 1920x1080
VRAM: 4GB
HD Space: 5GB


Recommended Specs

OS: Win 10
CPU: i7-6800 3.4ghz or better
GPU: GeForce 1070
RAM: 16gb
Resolution: 1920x1080
VRAM: 8GB
HD Space: 5GB

Demo Available

Demo Available

News

The Demo for the game is available. I'm calling this a beta demo.

New Update

New Update

News

January's build includes a new class - the NECROMANCER! The necromancer is the only class that can master the Death Magic skill. Three death magic spells...

General Update

General Update

News

Hi to those that are following this progress. Still around and working on the game. Haven’t had much to post about. I’ve been, mostly, doing some...

Lore Skill and Tamarasians

Lore Skill and Tamarasians

News

This is a passive skill which allows a character to examine an item and determine what it was, does, etc. For instance, the party may come upon an ancient...

Add file RSS Files
LegendaryDEMO

LegendaryDEMO

Demo 2 comments

Beta Demo 1.0 release. This will become the official demo once I finish the polishing. Ran across some placeholder text in recent play through. But, figured...

LegendaryJourneys alpha v0.6

LegendaryJourneys alpha v0.6

Demo

New alpha build available. Some bug fixes from last build. Trainers

LegendaryJourneys alpha v0.5

LegendaryJourneys alpha v0.5

Demo

March build is here (yes, realize the versioning was off. Finally decided to get it back to what it should read). This release includes the new options...

legendaryjourneys alpha v4.0

legendaryjourneys alpha v4.0

Demo 4 comments

January's build includes a new class - the Necromancer

LegendaryJourneys alpha v3.0

LegendaryJourneys alpha v3.0

Demo

This release sees the addition of Races when creating your party...

legedaryjourneys alpha v2.1

legedaryjourneys alpha v2.1

Demo

Found a bug when entering some of the new dungeons. This version fixes that issue. Please note: This is a self-extracting archive. Resulted in a smaller...

Comments
Strykerx88
Strykerx88

This is a great project. I really hope to see it get more polish and turn into something that gets more attention.

Reply Good karma Bad karma+2 votes
LunarShuriken
LunarShuriken

Nice game!

Please visit my game, mAIn COMPetition:
Indiedb.com

Reply Good karma Bad karma+1 vote
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Legendary Journeys: The Eye of Baal
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Windows
Engine
Unity
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Style
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Role Playing
Theme
Fantasy
Players
Single Player
Project
Indie
Twitter

Latest tweets from @madwizardking

December Newsletter ... Ymlp.com

Dec 12 2018

Check out our latest email newsletter: Ymlp.com

Mar 3 2018

Working on modernizing the look

Oct 13 2016

Finished up decorating the Tower of Shadows. Onto populating it

Jul 18 2016

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