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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
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.

Destructible Environment
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.

Features

  • Real-time Tactical Combat
  • Dynamic Weather
  • Day/Night System
  • Partially Destructible Environment.
  • Harvest the Souls of your enemies
  • Harvest the Blood of your enemies
  • Use Blood Sacrifice to use powerful blood abilities.
  • Reanimate corpses and build an undead horde
  • Literally build your minions body part by body part
  • Command an undead horde
  • Range of undead classes with different abilities e.g. melee, ranged or magic.
  • Upgrade path for each undead character class
  • Summon an Abomination
  • Cast death-oriented spells to weaken and destroy your enemies.
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We've been in radio silence mode lately because there are a number of large systems that are currently undergoing rework.
Much of the work is under the hood so there has not been anything to share with you.

Another reason for the news silence is that I am still heavily involved with my contract work and at the moment.

We will try to broadcast updates at least every two months in future.

With that out of the way let's talk about the combat system and it's rework

Combat Overview

The combat system in previous builds you might have played was very crude and was barely suitable for the demo.

The big picture is to switch to a combat stance when in range of enemies. This will prevent you from running or strafing at a run with the notion that restricted mobility will increase tension and make combat more difficult.

Before it was easy to dodge dodging projectiles or avoid melee attacks by continuously running sideways.

While in this stance you will be able to attack, side step and dodge which will feel much better.

Let's talk about the four pillars to the new combat system.

Character System

Scott is working on a system that will spawn a character and then apply armour and clothing based on the character's class.
The newly spawned character will be then given the correct skeleton and animation state.

Not having to hand craft each character saves Scott a whole lot of time.

This also introduces some variety with creating with gender, skin colour, hair styles, eye colours, etc.
All character classes will still have an identifiable silhouette, but they will no longer look like clones.

You can read more about it on the forum here.

Mount System

Now that characters are built individually they need to equip weapons at the time of spawn.

The new system takes into account the character's class and then gives them the relevant weapons.
This system supports left and right handed props and can also support dual wielding classes in future.

You can read more about it on the forum here.

Skill System

I been working on Skill System 0.3. That is to say this is my third attempt at building a skill system.

In this attempt everything is defined as a skill. Every action from your basic attacks to your magic projectiles to your tornado attack.

Each skill is defined with a damage type, duration, cooldown, animation and which hand is used. The statistics of a skill can be bound to a mounted weapon/body part or can be completely arbitrary.

All skills are animation-driven which will look more convincing and provide a better way of gauging enemy attacks as well as judging your attack range.
I'm going for a Skyrim or Dragon Age Inquisition feel.

I really underestimated the difficulty of this one and it has taken most of my time.

You can read more about it on the forum here.

Combos System

Now that all actions are skills it is possible to use skills in a sequence.

Your equipped weapon will use predetermined combos. However, you can chain these skills with any of you other unlocked skills in any order you like.

Combat will become more dynamic and fluid allowing you to create your own play style.

The real beauty of this solution is that NPCs will use the same systems and combat tuning and extensions should be easy and provide a fair playing field.

All of the systems above have required me to spend countless hours writing editor extensions for Unity to make game dev fast and flexible.

As you can see we have not been idle. Plenty has been done since November.
Now that most of the ground work has been done we hope to have more to show you soon.


You can follow us on Twitter or Facebook for all the latest news, pictures and updates.
You can get involved in the discussion on the Forum or track our progress on Trello.

Watch the latest dev videos and technology demos on YouTube

Thanks for the support
Damian
Sandbox D7 Team

Sandbox D7
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Dev Diary #20 - Back from the dead

Dev Diary #20 - Back from the dead

News 3 comments

This is a big catch up on the last six months or so. So much to talk about!

Dev Diary #19 - Scythe Mechanics, AI & Expanding the Team

Dev Diary #19 - Scythe Mechanics, AI & Expanding the Team

News 2 comments

In this update we talk about Scythe Mechanics, Scythe Customisation, AI improvements and taking on new team members.

Great Things in 2017

Great Things in 2017

News

A quick update about the Pre-Alpha releases and the feedback we have received and a look forward at what 2017 will hold.

New Pre-Alpha, Zombie Skin, Weapon FX, Destructible Environment

New Pre-Alpha, Zombie Skin, Weapon FX, Destructible Environment

News 2 comments

In this update we cover the changes made to Flesh Crafting (Inventory Screen, Zombie Skin, Weapon FX, Magic Projectiles), AI Combat Fairness, Destructible...

Comments  (0 - 10 of 31)
mrFlamist
mrFlamist

That looks veeery nice! Keep it up!

Reply Good karma Bad karma+2 votes
ionside
ionside

Great to hear it's still moving forward. :)

Reply Good karma Bad karma+2 votes
damianturnbull CreatorSubscriber
damianturnbull

I know we've been silent for almost 3 months. That's unacceptable.

The project is still moving ahead. We've just had some real life stuff to deal with lately.
We'll clear this all up in the next update really soon.

Reply Good karma+2 votes
ImperatorSolarius
ImperatorSolarius

Any chance of becoming a lich? After all, this is the dream of all good necromancers.

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damianturnbull CreatorSubscriber
damianturnbull

Hi ImperatorSolarius. Becoming a lich is a common theme with necromancers, but in Lord Of Decay we are going down a different route.
You will be able to summon a Lich Abomination with blood magic.
I don't want to give away too much just yet, but you will acquire some Void skills quite early in the game that are similar.

What exactly do you want to do as a lich? What are the gameplay benefits?

Reply Good karma+2 votes
Executor-64-
Executor-64-

nice to see a game cover this aspect of the setting
for the people who always play death knight/ necromancer :)

Reply Good karma Bad karma+3 votes
damianturnbull CreatorSubscriber
damianturnbull

We feel the same. So many games focus on playing the sword-wielding do gooder.
We were craving an experience of what necromancy could really be.

Reply Good karma+3 votes
Kaldaran
Kaldaran

Great progress so far! I decided to give this a look and I'm glad i did! Tracking, don't stop developing this great piece of gaming! ;)

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damianturnbull CreatorSubscriber
damianturnbull

No chance of stopping.
We're just getting started :)

Reply Good karma+1 vote
Thorusus
Thorusus

I just discovered this in-developpement game and I am SO exited about it. To let you know, when I finished skyrim, I downloaded the "unlimited summons" mod just to be able to create my own army of darkness and impose my will on Tamriel, but this game will be closer than anything I've played so far to that. I wish you good luck and thank you for it!

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damianturnbull CreatorSubscriber
damianturnbull

You'll be pleased to know that there will be similar epic skills like the "unlimited summons" mod in the game.
Stay tuned

Reply Good karma+2 votes
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Lord Of Decay
Platforms
Windows, Mac
Developer
Sandbox D7
Engine
Unity
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Homepage
LordOfDecay.com
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Style
Genre
Role Playing
Theme
Fantasy
Players
Single Player
Project
Indie
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Latest tweets from @lordofdecaygame, @sandboxd7

Making changes to the UI for performance and tidy up excercise is both wonderful and frustrating because you won’t… T.co

Jul 17 2018 by lordofdecaygame

Here is an update about the Combat System rework Indiedb.com #indiedev #gamedev #indiegames #combat #rpg

May 10 2018 by lordofdecaygame

Good progress is being made with the rework of the animation-driven combat system. More news to share soon… T.co

May 8 2018 by lordofdecaygame

Just clearing out some blocking issues and then we’ll do a proper dev log on #IndieDB. I underestimated how diffic… T.co

Feb 5 2018 by lordofdecaygame

The new Mount System Sandboxd7.boards.net #indiegamelover #gamedev #indiegamedev #indiedev #rpg

Jan 11 2018 by lordofdecaygame

RT @nothingreal: This year we'll get a new Mechwarrior game.. with #VR support no less. The hype is real.. Some great long-form foot… T.co

Jan 11 2018 by lordofdecaygame

Talking about the new Character System Sandboxd7.boards.net #indiegamelover #gamedev #indiegamedev #indiedev #rpg

Jan 10 2018 by lordofdecaygame

Refactoring some of the game systems has taken longer than we thought. We're working on an update to show off some progress soon.

Jan 3 2018 by lordofdecaygame

Developing this skill system is easily the most difficult thing I have ever worked on

Dec 11 2017 by lordofdecaygame

RT @ShadowGameStud1: Something I'm working on! #gamedev #game #indiegame #indiedev #indiegamelover T.co

Jul 15 2016 by sandboxd7

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