Asmodai™ | Presenting, D-Day

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Re: Asmodai™ | Presenting, more mech shenanigans

Postby Asmodai » Fri Nov 08, 2013 7:11 pm

Game concept.

As for the pitch, this is the setting:

The year is 1947. The war that started eight years ago with Germany invading Poland isn’t over. The conflict has long spread worldwide. Other than the three great blocs, there are but a handful of countries left hanging on to relative neutrality.
As the conflict grew longer, old alliances were broken while new ones were formed.
Nowadays, the leading powers of the past are assembled into three huge states:
- The Allies have gathered around the U.S.A. This great coalition of nations includes, among others, the British Commonwealth and the French colonial empire.
- To secure their survival against their powerful enemies, Germany, Japan, and Italy have merged as the Axis. The rise of this totalitarian state was helped by the successful assassination of the Führer in 1943 following operation Walkyrie.
- The USSR and communist China have united their fates to build the SSU, or Sino-Soviet Union. Becoming a planetary power, the communist bloc intends to impose its way of life on all other continents.

Throughout the world, the three factions are fighting to gain exclusive control over a revolutionary ore: Vk. This ore has revealed extraordinary properties and brought forth the design of gigantic combat robots, capable of challenging the world’s most advanced tanks.

The discovery and first military applications of Vk came from Germany. Everything concerning this ore is shrouded in mystery. Rumors have been going around saying its secrets were revealed by aliens from another planet… But who could take such rumors seriously after years of war propaganda?


The gameplay itself was going to be tactical, turn based strategy. With a Civilization-esque tactical view of the map, but with zoomed in battles as in Total War. The actual battles would be more reminiscent of Final Fantasy VII, where you have to wait until a shell is loaded (or rather, until its your turn to attack). Then there was the whole accuracy gauge, that either filled up or drained, depending on your distance to the target. For instance, light Steelers would be more efficient at short range, giving them a accuracy and damage boost, while heavy Steelers would be better at long range. Movement during this combat phase would be pretty straight forward, either the player moves up, closing the distance, stops if they are at an ideal range, or move backwards. Different Steelers would be better at different ranges.

And then there's the whole ground forces mechanic! As each Steeler is accompanied by three squads of infantry, again made out of specific types that will fulfill different roles on the battlefield. Anti-Infantry will, as their name implies, are great against infantry. Whereas Anti-Tank infantry is great against enemy vehicles. Those two are easy to figure out, but then there's squads like Engineers, Supplies, and Recon, who all do something else. You can only field two squads on the battlefield though, as the third rides along on your Steeler, giving it passive, or even active boosts. For instance, Anti-Tank squads might give you access to special shells, while Supplies allow you to load a shell slightly faster. Ground forces are either kept in the rearguard, or at the vanguard. At the vanguard, they will engage whatever enemy they prioritize (for Anti-Infantry, this will be infantry squads, for Anti-Tank, Steelers, etc, etc). In the rearguard they are kept from harm, but they cant attack. They will however start to charge for special attacks, which can then be executed by sending them to the vanguard. So the player has to choose, do I keep my troops at the vanguard, where they will get hurt, cant use their skills, but will continually attack. Or do I keep them in the vanguard, keep them safe from harm, let them charge up skills, but at the risk of my Steeler taking more damage.

It's a complex system, that would require quite a bit of time to learn. But I was hoping that the challenge to reward scale would make it worth it. Sadly it didn't make it.
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Re: Asmodai™ | Presenting, more mech shenanigans

Postby Asmodai » Fri Nov 22, 2013 8:00 am

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Game character concept for a game I'm currently working on. We still need a name for him, throw some suggestions this way!
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Re: Asmodai™ | Presenting, Lusio

Postby Tenshi Nova » Fri Nov 22, 2013 8:09 am

Tommy :D
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It's messy :p
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Re: Asmodai™ | Presenting, Lusio

Postby Amaranthine Ali » Fri Nov 22, 2013 8:22 am

Jack, Thomas, Mike, Mikey, Sam, Sebastian, Jake, Rufus, Adam, Ethan, Will, William, Theodore, Zack, Luke, Chase, Hunter... I could list some more. But I think that is enough suggestions.
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Re: Asmodai™ | Presenting, Lusio

Postby Asmodai » Fri Nov 22, 2013 10:01 am

Holy crap, a wild Ali has appeared!

*throws Pokeball*

I kinda like Tommy. Its for a kid's game, so it has that nice and simple sound to it.
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Re: Asmodai™ | Presenting, Lusio

Postby Amaranthine Ali » Fri Nov 22, 2013 10:06 am

O: I knew you'd say and do that.

*The Wild Ali has been caught!* >_> I don't really follow Pokemon anymore, I dunno what it says afterwards.

But yeah, I was reading before, is the kid's game is the same game you mentioned at the top of the thread? Tommy is pretty good though, easy and memorable.
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Re: Asmodai™ | Presenting, Lusio

Postby Asmodai » Fri Nov 22, 2013 10:28 am

Haha, no, different concept. As I said, my concept didnt make it, so its not getting build. This was one of the concepts to choose from, for those who didnt win with their pitch.
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Re: Asmodai™ | Presenting, Lusio

Postby Sigment » Fri Nov 22, 2013 12:49 pm

Left: Pokemon
Right: Trainer
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Re: Asmodai™ | Presenting, Lusio

Postby Amaranthine Ali » Sat Nov 23, 2013 12:45 am

Oh, I see. I like the one on the right. :D
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Re: Asmodai™ | Presenting, Lusio

Postby Saint Soul » Sat Nov 23, 2013 12:00 pm

your game concept seems to take the best elements of all the FPS.
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Re: Asmodai™ | Presenting, Lusio

Postby Asmodai » Sun Nov 24, 2013 10:49 am

The SoulChild wrote:your game concept seems to take the best elements of all the FPS.

No! No! Bad SoulChild!

It's a tactical turn based strategy game! No FPS!
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Re: Asmodai™ | Presenting, Lusio

Postby Exodis » Sun Nov 24, 2013 3:05 pm

How would an adorable character like thag be used in a FPS?
Asmodai wrote:No! No! Bad SoulChild!

But, all in all, great job in making that character for your strategy game Asmo!
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Re: Asmodai™ | Presenting, Lusio

Postby Sigment » Sun Nov 24, 2013 3:21 pm

Considering your XCOM avi, I take it you're fond of the Turn-Based Strategy genre?
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Re: Asmodai™ | Presenting, Lusio

Postby Asmodai » Fri Nov 29, 2013 4:12 am

Yush! I just love thinking about my moves. Or even better, see my carefully constructed strategy fall apart due to one miscalculation (oh Sectopods, why do you always appear when its my last move?)
Randori wrote:How would an adorable character like thag be used in a FPS?
Asmodai wrote:No! No! Bad SoulChild!

But, all in all, great job in making that character for your strategy game Asmo!

Different game, as I said before, my pitch didnt make it so I'm now working on something else. This is for a "serious game" for obese children. It's going to be more like Wario-ware, with lots of random minigame and stuff.
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Re: Asmodai™ | Presenting, Lusio

Postby Amaranthine Ali » Fri Nov 29, 2013 6:35 am

This game is for obese children? Would it be on the Wii where you actually sometimes have to stand up and move around as you play? Wii Fit for Children?
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Re: Asmodai™ | Presenting, Lusio

Postby Asmodai » Sat Jan 04, 2014 1:49 pm

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I was asked to do some more "mood" stuff for my game concept... so there we go, the Allied defeat at D-Day.

Not too happy about the mech on the right, I just cant get it to blend in that well.
Last edited by Asmodai on Tue Jan 07, 2014 5:53 pm, edited 1 time in total.
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Re: Asmodai™ | Presenting, D-Day

Postby Sigment » Sat Jan 04, 2014 1:57 pm

I swear, Germany's always one step ahead on stuff like this...
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Re: Asmodai™ | Presenting, D-Day

Postby Asmodai » Tue Jan 14, 2014 6:24 am

Art dump

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Re: Asmodai™ | Presenting, D-Day

Postby Brax4 » Fri Jan 17, 2014 11:13 pm

I love that sheet, so good. As always Asmo.
Good to see some work from you. Not exactly what I expected to see upon visiting your page. You normally draw very detailed and anatomically correct characters. This is a nice style. I enjoy it just as much as your other stuff.
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Re: Asmodai™ | Presenting, D-Day

Postby Asmodai » Mon Jan 20, 2014 4:53 am

Brax4 wrote:anatomically correct characters.

I giggled... But thanks anyway~
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Re: Asmodai™ | Presenting, D-Day

Postby Brax4 » Tue Jan 21, 2014 10:10 pm

Well, you over exaggerate some features. But you get what I mean. :3
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Re: Asmodai™ | Presenting, D-Day

Postby karauma? » Thu Jan 30, 2014 1:04 am

Good to see you've kept busy~
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Re: Asmodai™ | Presenting, D-Day

Postby Grivous » Thu Jan 30, 2014 8:03 am

What a cute little fellow! Good art work.
Your character on the red boat reminds me of Link in The Wind Waker.

All abord! lol

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