Since March 2013, I’ve been working on a new remake of Blade Thrust Tactics game which focus more on story and the switch to turn based combat. Based on feedbacks I gather, the old version lacks the punch of story that will motivate players to keep on playing and the real time combat it used is how should I put it, sucks? I knew I should stick to the original design of turn based combat but hey, everybody make mistake, right?
The old version runs on DirectX which makes it only run on Windows PC. The new version on the other hand will be developed with AS3 programming language which mean the game will run on your browser. This also allows me to package the game into downloadable program which can be run on both Windows and Mac computer.
The game world is still based on the world of Core but I tweak its setting to make more interesting. The old version focus on the struggle of the Alliance, the rebel to fight the Idea Empire who controls the world. This I believe I should keep it. The Alliance keeps fighting but I fast forward the timeline several years later to introduce a global calamity called the Great Plague. This plague kills million of people and turns others to be mutants called the Savage.
The Savage existence is only one – hunt the remaining survived human and feast on their flesh. They are stronger and faster and provide a significant threat to human. There are millions of the Savage compared to several thousands of the Survivors and this I believe sets the atmosphere of new version of the game.
The Survivors has gathered themselves into several safe house/zone thoroughout cities across the world and they are waiting patiently for themselves to be saved. Who is going to save humanity from the brink of extinction?
I retain the isometric view because I believe it is the most optimal view to play squad/party based game. The isometric engine I ported from my custom built engine and it is working fine. I still retain the 2D view because thats my specialty. The level design is done with Tiled editor. It is a great editor and I am having fun working on it.
The game object of tile, wall, furniture and characters I use lots of 3D objects which most of them are free and some others I have the money to buy them. All of them are rendered with Poser 8 to be converted to several tilesheets in PNG formats. So all the arts in the game are pre-rendered and I must say I kind of like the look of the game right now. Something that I haven’t able to do it while working on old version.
The story revolves around Phill who recently lose his memory due to accident and throughout the game he will recall his memory and try to make sense of his role to save survivors of Valour City against hordes of the Savage. I spend considerable amount of time to write all the dialogue to make it interesting. There are several missions in the game and all of them are told through dialogue.
Turn Based Combat
I’m still working on the prototype of turn based combat and will port some of real time combat mechanism I have from the old version to the new turn based system. The turn based combat is based on the principle of survival – you are fighting against hordes of enemies whose stronger and faster but fear the light. The tactics will be different than conventional combat tactics as weapons are scarce and hordes of enemies will try to surround you. It is a survival fight.
Can this be described as survival horror experience where the enemies try to surround you and weapons you have is not powerful enough or quick enough to dispatch them? I hope I can deliver the experience.
The Game Demo Prototype
The game will now have 2 separate portions – the gameplay build and story build and I intend to add combat build as well in the future. All of them will be merged in the future so stay tuned. You can play the demo prototype at the game website.