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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


https://eldritchnaturalist.itch.io/the-ingvanr-saga


The Ingvanr Saga is a RTS-RPG that follows a prince from a once-great kingdom now in decline who seeks to restore it to its former glory.  Explore cthonic caverns and eldritch forests with an elite core of heroes to prove their honour and grow their fame, then raise a host of fully customized units and restore the realm to its former glory.

Controls:

  • Click & Drag to select units
  • Right click to order units to move
  • Hotkeys 1-5 to select party members
  • Doubletap hotkeys to centre camera
  • Q, W, E, & R to use equipped trinkets
  • Press S to open inventory
  • D toggles formation movement on/off for selected units
  • F toggles hold fire
  • Right click foes while concealed and holding fire to pickpocket

GameDev commentary:

  • Managing War Material & Manpower is important in this game.  At the end of each mission, all items carried by your "Host" units are converted to War Material points, while items carried by your "Heroes" are conserved and available in Retinue Management.
  • Ingvanr Saga features a "Gambit System" inspired by FFXII's gambit system, that allows certain units to automatically cast spells and use items if the specified conditions are met.
  • Most characters have 3-5 Hit Points, but can dodge, block with a shield, parry, or absorb with armour.  Shields and Armour degrade with each hit they intercept, and weapons blocked by shield or armour, or used to parry, have a chance to lose their "edge".  Most weapons deal 1-3 damage on a hit, and deal bonus damage if they still have their "edge".  Because of this, Armour & Defensive skill are much more important than hit points.
  • Activated abilities are represented by the Rings & Amulets, by activating them they empower that units next successful hit with bonus effects.
  • Nearly everything in the game is a Finite State Machine (FSM), Buildings, Units, Items, Spells, even the Mouse Cursor, complete with transitions and enter/exit logic for each state.  I found this to be a nice design paradigm for keeping code organized and easily adding or refactoring features.  I recommend looking into it if you're not already familiar.

Art commentary:

  • I'd like to upgrade the pixel art to be something along the lines of Fire Emblem meets Diablo, cast through the lense of viking aesthetics.
  • I'm currently using assets purchased on Itch.io, which do have some charm to them, but I really would like to get something custom.  I also used a neat tool called FireEmblemCharacterCreator to create the portraits.
  • I'd also like to go isometric with the tile sets.

Anyways, I'm quite eager to find artists to collaborate with on this front, so don't hesitate to leave a message if that interests you.


Thanks for having a look, and I appreciate any feedback.