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.
Well it has been a long time since our last update. A loooong time.
Here is a catchup on the last few years.
Designing and building a game of this scope is an all-consuming endeavor.
We lived and breathed Lord of Decay in every waking moment and we were making great progress.
Then our life circumstances changed.
Damian and I both started families and we both accepted senior roles at our respective full-time jobs.
Development understandably slowed down.
We realised that, in spite of our passion, for this project we just didn’t have the skills, the resources, or the time to make Lord of Decay everything it needed to be.
So at the end of 2019 we made the heartbreaking decision to put the game on hold.
But that wasn’t, and isn’t the end.
We still love making games and we really believe in Lord of Decay. We refused to water down any of the game’s features, so what we needed was a plan.
To close the skill gap we’ve been working on small contracts for other game studios as part-time contractors.
We have successfully shipped titles on Steam, Game Jolt, and itch.io
Damian even quite his job in 2021 to become a full-time game developer and he recently became a certified Unity Professional Programmer.
We’ve always know that LOD had 6 design pillars
Nailing any one of these is a feat in itself, but completing them altogether in one project would take many years working in our spare time.
So instead we plan to create two smaller games that divide these features into stepping stones.
This way we can demonstrate that we can design/build projects and leverage skills and systems from one project to the next progressively.
1. Project Spiral's Edge
2. Project Greenblood
We’ll then compile all of those skills, systems, and technologies into the new build for Lord Of Decay using modern tools.
We’d like to thank the community for sticking with us all this time.
That's it for another update.
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.
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