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The world was not prepared for the invasion. In a few months, every kingdom of the known world surrendered to the magic-using invaders masquerading as our old Gods. They claim their appearance is the retribution for our sins. Not everyone is buying their story and so, the shadow council has been born. They are the ones funding the resistance. Your job will be to build up and lead this resistance. Learn the real intention of the invaders and command our troops to sabotage it wherever you can. Prepare for the moment when we can break the chains of magic put on humanity. The council will be watching you, Commander!

Planned features

- Turn-based combat system with procedurally generated maps.
- Build up your base and spread the resistance spy network across the continent to learn more about the invaders.
- Research new skills and equipment to be used by your troops. These will be semi-random so that you will have to adapt your strategy for the given situation.
- Diverse roster of enemies with their own skills and tactics.
- Randomized enemy pool, so that every campaign will test you in a different way.
- 100+ skills with a classless system providing countless possible character builds.
- Permadeath. Characters can (and will!) die permanently in combat.
- Character pool support. Create unique characters which can appear in the campaign.

About us

Amethyst Dreamers is a small independent 2 person team from Budapest, Hungary. Our goal with Slaves of Magic is to create a game with great tactical depth, unique game mechanics, and with high replayability. In short, a game we would love to play as well. In designing the game, we took a lot of inspiration from the XCOM series and the original Guild Wars.

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Devlog #12 The new trailer

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Devlog #12 The new trailer

Hello everyone! With great pleasure, I can present you our new trailer! Check it out here:

Now, that you saw it, let's talk a bit about the new animation system for skills.

The new animation system:

One of the biggest changes is the new way we are creating our combat animations. In the old version, we animated the actual weapon the character is using like so:

old_combat

While it looks okay, but there is a big practical problem with it. We plan to have around 8-10 skills with every weapon. If we want distinct animations for all of the skills, that would mean every new weapon of this type will need the same number of unique animations.

The new way of just concentrating on enlargening the action we want to present with an exaggerated animation breaks the connection between the weapon and the skill animation. Example:

new combat anim

So the oblivious advantage is that we only need to create every skill effect once. But there are other benefits of this approach as well.

For one, we found these exaggerated animations to be a lot more readable. It is immediately apparent for the player what weapon the enemy uses, and with a bit of experience, what is the skill type being used (as skills and effects are color-coded).

Another big benefit was that now basically, skill use is completely separate from the user and its equipment. And that means we can ditch the invisible arm, and it is feasible to do fully animated characters! Well, one other caveat is that we needed to restrict the facing of the characters to only 4 directions as well. Sadly we weren't finished with them for the deadline of the trailer, but I leave a super early prototype here for presentation purposes:

anigif

So that's it for today's devlog, and if you liked what you saw, you can wishlist the game on Steam here.

Devlog #11 The first peek inside the resistance base

Devlog #11 The first peek inside the resistance base

News

This devlog is about what you can expect from the base-building aspect of the game.

Devlog #10 The proof is in the pudding, testing the campaign design

Devlog #10 The proof is in the pudding, testing the campaign design

News

This devlog is about the changes brought forward from testing. Plus explaining a few new things added to the map.

Devlog #9 Deep-dive into the mind of the invasion

Devlog #9 Deep-dive into the mind of the invasion

News

This devlog is about how the campaign AI can interact with the world, and the player.

Devlog #8 Campaign map design goals

Devlog #8 Campaign map design goals

News

I'm going over the design principles by which we are creating the campaign, and where we are now in the development of it.

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