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Site is under construction and is subject to change sporadically.

Lou 03/25/2013 14:02

Some graphical resources seen are copyrighted by their respective owners, SquareEnix and others, and are temporary placeholders. They will not appear in any released version of the game.

Resources that will be used in the game are either created by myself or credited to their respective Artist.

Dusk Tactics, source code, and the ideas and information on this website are all copyright ©2014 Louis Agoglia

story:start

Story

The all encompassing world and series of events that creates a background for the game and it's cast of characters. This is the quintessential part of a game that deals with the who, what, when, where, and why. This is also the part that I have the least amount of information for.

Creating a fun turn based tactics game is hard enough, but including even the most basic of stories along with it is a feat in itself.

Progress

See Characters: Characters
See Events: Events

While it's still very early in this game's development process, there are some idea for the direction the story will take and the characters that will be involved.

Setting

The overall tone of the story will be on the lighter side. At times poking fun at the genre itself, but not to the point where it becomes a satire of strategy games.

As to the setting, it will be fantasy leaning more towards an industrial steampunk timescale rather than medieval. The overall feel of the world will be more modern than it's post-medieval setting. The world as it's known in the game will be limited to multiple nation-states spread throughout the larger continents on the planet.

Introduction

The start of the game will be what most games in this genre feature as the end boss battle, the defeat of whatever evil was causing the imminent doom or destruction of the hero's way of life. Taking what is normally the most serious and difficult part of a game in this genre and not only making light of it but turning it into something of a tutorial for how battles take place could set the right mood as well as appeal to someone who wants a different type of “reason” for what they're doing during gameplay.

Following this event would come a resolution of sorts in both a political and social aspect, much like the end of a typical game, however the focus would be on a very often over-looked aspect of a war town world; the rebuilding process. Also, rather than this process being fraught with surviving enemy regimes still wandering about (which would basically emulate the same “save the world” theme we're trying to avoid), it would be more focused on how the characters develop after the “cliche fighting” is done.

The Real Story

This new world that needs not just rebuilding, but strong leadership, is the gateway to a much different reason for tactical fighting. These fights can take the form of “War Games” to determine post-war borders between allied nations, various open world style quests that would be commonplace anyway in this type of setting, and hopefully more interesting ways of involving strategic unit-based combat in a way that compels the player to enjoy this rarely seen setting.

story/start.txt · Last modified: 04/22/2013 01:14 by lou