WIP "Celestial Arms".


Celestial Arms is a single player turn base RPG that uses a square grid system. We are trying to keep the old classic game play feel that every one knows and loves. Celestial Arms will have a rich in-depth diverse story line that paves a path for your unique character story. The tactical gameplay at hand will have players immersed for days on end. If your a fan of the tactical RPG category then this is the game for you.

The warehouse scene directly below should give all the adventurers interested in this project an idea of the graphic design that we are trying to achieve.

Dialogue will appear in the form of speech bubbles over top of characters.


Celestial Arms is a story of the past history that has been forgotten through out time. The player will relive the story through battles and game play. With each new adventure the player will drift deeper in the diverse atmosphere and concept of Celestial Arms.

Countless stories and adventures fill the vast land. Some may lay hidden among runes while others may be laying on a book shelf collecting dust waiting to be discovered. Tales are told in taverns and pubs of adventures and researchers going missing seeking these stories.

Will you conquer a nation or save a kingdom from siege. The story line will take you across the vast land and reveal many side quests along the way. Some quests lay hidden in secret, will you find them or past them by with out notice.



The story campaign will be very in-depth and diverse. It will have multiple stories to play through. The land will be vast and filled with warfare between alliances, betrayal and glory to the brave. Not only will the choices of the player have an effect on their game play but on the world its self. With every new world update the world will change depending on the actions of the player, Nations will rise or fall. The actions on the player will change the route of the story.

The world has been changed through out the centuries of war. Colossal pillars that once stood as directional land marks now lay in runes. Villages and towns that flourished decades even centuries ago now have vanished with out a trace. Either laying in runes from raids or lost in time itself.

With most of the armies placed at the boarders or major cities of the kingdom monsters now roam freely across the country side. They attack traders and travelers on their journey. The Deeper you head into the forests where the sun does not dare to reach there are even more terrifying beast. Creatures once only told in fairy tales to scare the children so they would not wander too far from home have now proven to be more real then thought.

Will fame, glory and wealth find you or will you seek it out.


Disclaimer: The actual quality of gameplay is 1080p.


Celestial Arms is an exciting fantasy turn based rpg that will feature tactical combat between different classes. With different ways to build those classes to the players play style. The player will level up and research different skills and abilities while exploring the vast land and history.

The players game play experience is changed judging by his/her choices that the player makes. Nations will rise or fall, cities will prosper or fade out of existence, new towns will rise all based on the actions of the player.

Battles take place with a 3D models in a 3D environment with a player controlled camera that will rotate around the battlefield in addition; too the unit’s. The camera is able to zoom in and out and tilt up and down for better view of the environment. Each class within the game has individual unique characteristics and game play. The battle will take place within a square grid system.

In this fantasy game you will have
- 60 Chapters in the story line
- 30 Alternative stories
- 28+ Experation missions
- 30+ Terrain maps
- 1 Special map
- 120+ Monsters to battle (not including human characters)
- 8+ Hidden places to explore
- Random battles
- Day and night system. Battle at night for different monsters and quests.
- A weather system which will rain during battles or change some maps to the season on the year (adding snowing and snow covered plains
- Changing storyline

Here are some of the systems currently in place, such as the camera and directional indication system.

Following movement the target choices for the player will have options depending on his or her class and skill set.

Character Classes:

The character professions available will provide you with a deep game play feel that will mold to your individual play style, adapt to the scenario at hand. Choose your units well and build your front and back lines by selecting the units based on the current battle.

Each class has unique characteristics and skill sets. Change a units profession to suit your tactical need for the battle at hand.

Some professions are hybrid classes that take skills from 2 other skill sets.

For example: the Paladin class is a melee class but also has some healing skills that are unique to it’s class. Example: “touch of light” healing a player or the user for a small amount. This skill is not as powerful as the priest healing skills but will allow room to breath when in dire need.

A units primary class type determines which weapon types may be equipped. Some units may equip two different weapons at once. Example: “Knight” may equip a shield and sword.

Experience points count towards the players class level while other experience points count towards the profession that is used during the combat duration of game play. The experience will level your profession abilities. A player may choose what profession ability is learned and in what order they are learned.

The system allows the player to shape the unit’s development. The player will choose the units class, profession, skill set and gear.

Monsters in some instances monsters may befriend the player offering to join the players party. Another instance a monster may even be tamed and raised as the players party member.

Classes follow 2 primary class types that branch into several professions. You must master the class on route before moving to the next profession. However at any point in time you may choose a profession that you have previously mastered.


Stats follows as:

HP, Health points

MP, Mana points

CT, Charge time

Health is used by all players. Once HP is reduced to zero that player/AI is dead

Mana is used by magic and summoner classes.

CT is for all players and is used towards skills that require a Charge time. The more damage you do the more your CT bar fills up. Normal skills do not drain CT points but increases it. Skills that cost turns will drain CT points. Every 25 points built up in CT points will take 1 turn cost off of your cast/charge time for skills. The CT meter tops out at 100 points which is 4 turns off of skills. You can attack with normal skills to build up CT till it is full then cast a huge skill to do major damage.

Turns go by the player with the highest AP.

AP - Act point (speed) is a players speed in which a players turn to act is judge.

Leveling up will unlock a different part of the class tree which then players can work towards a new class. If a player wishes to follow a different branch than the one they are currently following then all they need to do is change jobs to one below the branch that they wish to follow.

More classes to come.

Concept Art

Here is an update.

Added player names to the word bubbles.

Worked mostly on programming.
This is a pre-main menu test without the back drop image or proper GUI. Everything on the main menu works, even the new game button which would lead to the current unfinished version of the game.

This is a test of the name creation. The player will get to choose the main characters name. The player will have control of the names for certain other characters and units within the game. It will appear in the first scene. GUI and font may change. Everything runs from the keyboard. No mouse involved.

  • Acquired controller prompts and inputs for the game and re-worked the game for keyboard only on PC. Almost all the controls and programming runs from the inputs section in the game engine. What this means is that I can easily input controller buttons into the game now for PS and Xbox without having to change pretty much any code.

Worked on the grid system some more. Added new art to the grid.

Another concept art

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