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Himeko Sutori - A New Tactical JRPG

Discussion in 'Game/SP News & Comments' started by RPGWatch, Feb 1, 2015.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]The developer of a new Tactical JRPG game called Himeko Sutori has opened a new thread on the RPGWatch site.

    Himeko Sutori is a tactical JRPG putting the player in control of an army of over 100 unique named units that you can customize, equip, and level-up as you uncover the schemes and betrayals that have thrown the kingdom into civil war. Himeko Sutori will also come with all the assets and code needed for players to build their own campaigns using the Unreal Development Kit.

    The game plays out in two general modes: exploration and combat. In exploration mode you'll be able to wander through city and countryside, talk to NPCs, get quests, buy equipment, hire and promote soldiers, and discover new places. The events in exploration mode can thrust you into combat mode, where you and your AI opponent will take turns moving your armies squad by squad across the battlefield, positioning them for the best tactical advantage.

    In combat, each of your individual and unique characters will use his or her special abilities automatically to heal allies, pick off weak enemies, or deal out massive damage to enemy commanders. As you build your squads, you will have to make strategic decisions: Do you make a squad of all archers in order to maximize your ranged damage? Or do you mix in knights and clerics to make the squad more rugged in close combat?​
    You can also watch four development videos on YouTube.


    This week I finally show you combat! You can now attack the enemy and the enemy will fight back. I basically have a functioning game now: Exploration and story mode, transitions into battle mode, and back into exploration and story mode. There's a lot more for me to add, but I think I have almost enough to show off for a Kickstarter campaign. What are your thoughts?

    And just FYI, the ugly black lines that you see along the buildings are an artifact from how I built my lightmaps. My lighting was built to "preview quality" just so I could get this video out. In the future I just have to rebuild them at production quality and that should get rid of the problem.​
     
    Last edited by a moderator: Sep 19, 2015
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