We aim to build a rich RPG with a deep story and emmersive combat system that allows the player to experience empowered magical skills and raise and undead horde to conquer and enemy that is legion.
Being evil is good
You are a necromancer. In this story you will learn what it is like to play as the bad guy for a change. Killing peasants and raising them as zombies in your horde is not only OK, it is highly recommended and highly entertaining.
Combat will be a dynamic shifting scenario where enemy classes and strengths will require the player to make tactical decisions on which minions to take into combat.
Will you reanimate a footman to hack and slash your foes? Will you reanimate a skeleton archer to attack your enemies from afar? Will you sacrifice your own blood to summon a powerful Abomination to lay waste to all who stand before you?
You decide what suits your play style.
Some items are destructible and will allow you to proceed through the world. Use a zombie to break down a door, a footman to break through a stone wall, an archer to shoot a pulley to lower the drawbrdge or tear down a magic barrier with a sorcerer.
Undead Minions Skills
The aim is to learn how to expand your Grimoire and learn to summon undead classes from experience earned through combat or by stealing knowledge from another necromancer.
Once learned, the player can upgrade these undead minions to imbue their weapons with elemental damage or emit an aura to damage and debuff enemies.
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This time we'll talk about some of the 3D art changes Scott has made and a quick progress update about skills and combos in the game.
The Void Scythe that you will get to use in the game has changed a lot. Watch this video to find out how the scythe's appearance has changed and how progression paths will work in the game.
The scythe uses a passive leveling system that will get stronger and change as you use it.
Using melee attacks will add physical spines, thorns, tusks etc. as your melee skills increase, unlocking faster and more powerful combinations.
Using ranged attacks will add glowing runes as your ranged skills increase, unlocking faster and more powerful combinations.
You can read more about the scythe's progression mechanics in Dev Diary #19.
I have made good headway on the Skill System and I have completely rewritten the combat logic to use this new system.
At this time melee and ranged attacks can be used by you and the AI with Area Of Effect (AOE) skills to follow.
Unfortunately I cannot show you this in action just yet. There are one or two bugs to resolve and the placeholder animations do a poor job of conveying combinations.
Watch the latest dev videos and technology demos on YouTube
Thanks for the support
Sandbox D7 Team
In this update we talk about Scythe Mechanics, Scythe Customisation, AI improvements and taking on new team members.
A quick update about the Pre-Alpha releases and the feedback we have received and a look forward at what 2017 will hold.
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