Mystic Tales Game. WIP

MYSTIC TALES WIP

Just thought I’d share my game here on the Unity thread. There are a lot of cool game ideas on here and I encourage all indie game developers to keep on trucking towards their goals.

What is Mystic Tales about?

Mystic Tales is a story about a group of heroes known as the Janovins who travel the cosmos liberating worlds from corruption and evil. The Janovins are set to accomplish this by recovering lost gem shards from the Great Janovi Gem which grants a user a unique ability.

Gem Elements

Gem Elements are represented by colored gems. Each element has a number of weaknesses and a number of strenghts. Example: Fire beats Ice, Nature, Metal but loses to Water, Earth and Twilight on the power spectrum. Each character is represented by a element or 2 elements. Each characters attack are represented by one element.

Metal, Earth, Lightning, Wind, Water, Fire, Ice, Nature, Soul, Dragon, Angel, Dark, Light, Twilight and Mental are the 15 elements of power within the Mystic Tales universe.

Gem classes
Along with Gems holding a different elemental effect they are also ranked at different classes.

A1- A a1 gem is a gem that unlocks a characters most basic ability. Being the weakest class gem makes this gem the most useable. (Mp system allows the character to use this ability the most out of any other Gem class).

A2- A a2 gem is a gem that unlocks a characters support ability. This gem can be used to boost stats of an individual or a party member.

A3- A a3 gem is a gem that unlocks a characters third attack. This gem may or not be stronger than a A1 gem but in most cases it is and it covers a wider range of damage.

A4- a a4 gem is a gem that unlocks a characters fourth attack. This gem is superior to an A1 and A3 gem but consumes a mythical power called Essence.

A5- a a5 gem unlocks a characters most destuctive attack. This gem is far more powerful than an a4 gem but consumes more Essence.

Baisc Gameplay

Character graphics are represented by chibi sprites. Each character has their own designated movement pattern as chess. One character may have the same movement pattern as a Queen where as another character may have a movement pattern as a Rook. Players will take turns moving their characters around the level with an overall objective to take out the opponents king. There are many other things to be done on the level besides taking out the opponents chracter piece. Players must search for the lost gems to unlock new abilities for their characters. The dig command is one way in finding a gem.

Battle System

When a character piece comes in contact with an opponent on the game board then the battle system will trigger. The battle system uses card sprites of the characters involved in the battle that displays the characters Health or HP, Level, Title, and the Element(s) of the character. During the battle the player may perform a handful of commands.

Attack- Attack with the characters weapon
Item- Use an item that is attach to the character
Janovi power- Brings up the list of the unlocked abilities that a character can use. (See Gem Classes)
Transform- Different characters have the ability to transform into different froms. Transforming changes a characters move set, Card sprite, Character piece and several other aspects of the character.
Flee-Cancel. I removed this command recently


TO BE Continued. Plenty more to the game.

FINISHED CARD PACK 4 TODAY.

I played around with some isometric tiles today. Working on the oasis level for the game demo


UI

Purchasing the Ork framework in the asset store. Will make my job a lot easier.

I just…I…the…

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Plenty of updates coming soon. A lot has changed and it’s for the better.

I figured it out, characters need shadows.

Thanks for the feedback

If you’re planning a kickstarter, game art needs to be much better, though it’s coming along. Good job!

Playing with some particles.

I think it is really weird how the characters and character cards are 2 completely different styles. That doesn’t really work for me. Both art styles are good however.

@TheRaider thanks for the feedback. I’m trying to take a traditional rpg approach to it. Kind of like how in final fantasy 7 the main sprite is kind of a mini big headed version of the actual a characters. The target audience is more for anime fans and some anime fans like the chibi style which is the little bodies big headed art pieces.

2015

Soooo I decided to revisit the whole project and redesign some of its game mechanics. I also decided to upgrade the art work. I need some feedback on this. The scene is complete, it looks good and all but I want to make it better. What do you guys suggest I do to make this level more complete.
I’ve been searching through particles for bubbles and various water effects but if you guys can note anything in particular please don’t hesitate to comment.

I upgraded the artwork for the battle cards as well. Take my character Gail for instance. She started off like this

But now she’s turning out like this

@KheltonHeadley_1 took your advice on better artwork