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If you are an artist interested in working on this project, please feel free to email me. I am looking for a pixel artist as well as a 2D character designer for portraits.

Some of the images used as placeholder art are copyrighted by their respective owner, Square Enix. These resources include custom sprites by the artists at http://ffhacktics.com/. Other resources seen are either created by myself or are credited to their respective owners on the Credits page.

If you see any media on this website that is not attributed properly is please let me know and I will fix it immediately.

Dusk Tactics, source code, media and information on this website are all copyright ©2014-2020 Louis Agoglia unless otherwise noted.

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

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.

As of 1/2019 the story outline has begun. The story will take place over 4 Acts, each Act comprises a number of Chapters, and these Chapters contain “Scenes”. Basically each Scene is either a playable story stage, or a scene that advances the story involving dialog.

Currently, Act 1 has been outlined, however for the Alpha demo an Act 0 will be implemented which will consist of five stages to play on. These maps will hopefully help to test every inch of the engine while allowing the player to get a feel for gameplay.

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: 2019/01/28 02:31 by lou