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#2 Forum Rules and Code of Conduct

Posted by Shyla on 29 September 2014 - 08:21 PM

Hello everyone!
 
Welcome to the new Playdek forums! We are very excited to have you here to share your ideas and to participate in our conversations!
 
To keep these forums a productive and positive place for everyone to gather together so please take the time to read these rules and guidelines in order to help ensure the best experience possible for all everyone.
 
Forum Rules and Code of Conduct
 
  1. Be respectful at all times. No explanation needed.
  2. Playdek employee impersonation is prohibited. 
  3. Inappropriate discussions are not allowed. Please keep threads and posts on topic. If you have to question whether or not your post or topic is inappropriate, chances are it might be. Please also refrain from conversations and posting content regarding illegal activities (drug use, pirating, etc) and images of offensive content, adult content, or any other material deemed inappropriate by the Playdek staff.
  4. All threads and comments must be posted in English. While we understand we will have users from all over the world visiting our forums and English may not be the native language from some, our moderators must be able to moderate the conversations occurring on our forums and conversations in other languages can prevent moderation.
  5. Please refrain from using profanity on the forums. Try to keep it PG-13 as our audience ranges in age and certain words may not be suitable for some of our younger users.
  6. Personal attacks against other players is prohibited. Flaming, trolling, and harassment of other users will not be tolerated.
  7. Advertising is prohibited. Promotion of referral websites, phishing websites, and other malicious links are not allowed on the forums.
  8. Spamming is not allowed. Please keep discussions in one place and refrain from making multiple threads on the same topic. Also please refrain from bumping up a thread too often.

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#25 Please view our Forum Rules and Code of Conduct before posting

Posted by Shyla on 30 September 2014 - 07:35 PM

Please make sure to read our Forum Rules and Code of Conduct before posting.


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#1911 Odds update will be today?!

Posted by Gesser on 19 February 2015 - 10:28 AM

Please!

 

I can't contain my excitement anymore, Shybutnotshy!!!

 

Also, curious what you think of my add'l. replies in our PM.


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#45 Expansions?

Posted by invalidname on 02 October 2014 - 06:56 PM

I guess the obvious thing lots of us would like to see in Tanto Cuore is the expansions: Expanding the House, Romantic Vacation, and the upcoming Oktoberfest.

 

This might be the rare legitimate use of in-app purchase on iOS: keep the first game cheap (or free?), then charge $10 each for the expansions. I'd buy them all in one fell swoop.


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#1950 Gonna quell all your critiques/Q's regarding the "8-point but not an...

Posted by Gesser on 21 February 2015 - 06:53 AM

Everybody... you can see the faint, invisible outline of a hexagon inside the grid of the top image... see the 8 points & how the diagonals reach nearer to the certain (are longer)?

 

It's just that the character faces where two sides meet & not to the center of a single side, you get it?

 

Makes sense.

 

8-point can match up with hexagonal, it's just that you're not attacking through the diagonal side 'center points' (whereas you're able to on your flanks).

 

May seem odd now but I guarantee Unsung knows what they're doing with it & it's highly sophisticated.

 

Besides, you have to understand that there's often a suspension of disbelief with many TRPG's regarding targeting paradigms (for instance, a melee attacker isn't capable of attacking to a diagonal in FFT even though it's equidistant in real-world geometry).

 

Case closed.

 

Resume hype.

 

 

Sincerely, 

 

Gesser

 

P.S. yes, I'm also Hunter Bateman from the KS Comments. Nice to meet you all!


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#1016 How many Playable Races?

Posted by Gesser on 28 December 2014 - 10:36 PM

I'm curious how many different playable races will exist in Unsung Story?

 

I would love if we weren't relegated to only plain humans.

 

I made a thread for a different game where I suggested a Rabbit-Anthropomorphic Species (see here: http://projectphoeni....php?f=18&t=304) & presented some contributing points about including such races.

 

I think it'd probably fit their game a bit better but examples of races that'd fit Unsung nicely I feel like are:

 

Angelic/Celestial Beings, Medusa-likes, Ox-kin, & Wolfkin (e.g. Bleu, Bo, Nina, & Ox from BoF I) - http://2.bp.blogspot...1_cast_3603.jpg

 

Half-Dragons (e.g. Au Ra from FFXIV or Dragonborn from D&D) - http://forum.square-...nced!-The-Au-Ra & http://videogame-art...01_PaulChou.jpg

 

Half-Demons (e.g. Tiefling from D&D) - http://ericbelisle.c...ing-warlock.jpg

 

Lizardkin (e.g. Bazba from Suikoden III) - http://vignette2.wik...=20100415163823

 

Lycanthropes (e.g. Worgen from WoW) - http://www.mrwallpap.../Worgen-WoW.jpg

 

Winged Folk (e.g. Canopus from Tactics Ogre) - http://ogrebattlesag...iki/Winged_Folk

 

 

Would also be great if we had access to some playable creatures similar to FFT... giant ones that comprise 3 or more tiles would be welcome... gryphons, hydras, mountain giants, & etc.


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#1015 Skill-Customization System

Posted by Gesser on 28 December 2014 - 10:09 PM

How will skills be handled in this game?

 

How deep will they get.

 

Will there be any sort of Class Customization?

 

Examples like Job-Point Allocation (not quite enough freedom usually, though the ability to multi-class to an extent is a welcome addition for any TRPG), Sphere Grid (has 'some' potential but needs more depth & the inability to spec out the entire thing), Talent Trees (please no, this system is so stale & a dead-end with 'min-max' play).

 

I've personally wanted to see a system like Diablo III's in a TRPG like Unsung Story.

 

One where you have methods of altering each of your skills for different purposes & speccing into different passive options to compliment play-styles.

 

I devised a similar system to Diablo's for a JRPG I've backed (Project Phoenix) which I'll share, however that game is a real-time, squad-based JRPG so it won't translate 100%. It will give you the gist though & hopefully generate some ideas/thoughts for Unsung Story.

 

Review it here!

 

http://projectphoeni....php?f=39&t=306

 

I especially endorse the "Complimentary Mechanics" section, even for Unsung Story.


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#26 Please view our Forum Rules and Code of Conduct before posting

Posted by Shyla on 30 September 2014 - 07:35 PM

Please make sure to read our Forum Rules and Code of Conduct before posting.


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#2025 Please view our Forum Rules and Code of Conduct before posting

Posted by Shyla on 11 March 2015 - 09:28 PM

Please make sure to read our Forum Rules and Code of Conduct before posting.


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#1982 Unsung Story Project Plan?

Posted by TacticalRPGFan on 01 March 2015 - 05:21 AM

The Unsung Story Kickstarter was funded 2/14/2014, with an estimated delivery date of July 2015. Although there's been somewhat a lack of communication from Playdek, backers recieved a recent update on 2/20 and it seems like Shyla's been making an effort to respond to some threads on the forum (thanks for taking the time to do that, Shyla!).

 

I develop software for a living, and recently a Go-Live where I work did not go smoothly due to leadership/planning problems. With that in mind - is there a Project Plan or equivalent for the Unsung Story Video Game and the Unsung Story Card Game? If so, could it be presented to backers so we have a better understanding of the progress made so far and what to expect in the future? Even a breakdown of milestones per quarter would be appreciated.

 

It seems like there's a lot of professional creative talent behind this project, and I'm grateful for the updates we have gotten on the progress so far. Looking forward to contributing more actively as a Design Consultant when the time comes. Shyla, thanks in advance if you see this message and respond!


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#1111 "It's important to not leave anyone in the dark" -- Playdek

Posted by Gesser on 26 January 2015 - 07:13 AM

From the Unsung Story Reddit's Main Page: http://www.reddit.co...stant_producer/

 

1) ...what lessons have you learned from previous projects you've worked on, and how are you going to apply those lessons to Unsung Story?

 

A) "Right now the big one is to be as transparent as possible. Although we can’t share everything, it’s important to not leave anyone in the dark... ...Since Unsung Story is very public facing with the Kickstarter, we will have to make sure that you aren’t left without knowledge of any setbacks. It’s almost expected that they will happen, and although some people are going to be upset, we’ve found the majority of people are much happier just being given an update on the status" -- Playdek

 

 

OK, so what's happening? I've tweeted you guys, commented on the official Kickstarter, made posts in both forums, heard from Shybutnotshy that something was being worked on for us over the holiday (almost a month ago), and a lot of people are beginning to feel scammed.

 

Please, may we hear from you?


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#64 How close to FFT will this game be?

Posted by Izlude on 02 October 2014 - 10:30 PM

SOOO Excited for this! I'm envisioning a revamped and online FFT! Are my thoughts and dreams accurate? Should they be? Ahh, so excited!


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#705 How close to FFT will this game be?

Posted by huteikigame on 27 October 2014 - 09:22 AM

Greetings.

FFT&Tactics Ogre is great.

but,I hope Yasumi Matsuno's new values than FFT&TO.

 

 

By the way, how have Yasumi Matsuno&Joel been?


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#5343 KS Update #51

Posted by Onuma on 11 April 2016 - 08:29 PM


Source: https://www.kickstar...s/posts/1543109


 


Hey everybody,

 

We want to update everyone on our current development track and Unsung Story. We are nearing release this month of the product mentioned in our last update, and are close to wrapping up that product and focusing our development team on Unsung Story. We expect to have part of the team back on level design work, along with more game play design work and art, towards the end of this month. From there, we have some engine work to do on the animation system, and will extend the current prototypes with more character class work so that we can continue game balancing the various classes. In May, we should have another update that will have more game specific progress we can go into, and will start sharing more game specific features and design. At this time, we still expect to be on track for a beta playable release to backers in the fall, containing a few levels and two character schools, with each school having multiple class variations within it.

 


As we ramp up development progress on the game, there are a few outstanding points about our game focus and the development that we most recently worked on that we feel need additional addressing. We have explained these points before, but for some reason there still seems to be some backer confusion around what we have stated, and how it is interpreted. So to address that:


 

1) Unsung Story is a single player Tactics RPG, and has been since its inception. The game is centered on a single player campaign mode, with multiple episodes and scenarios. Hopefully that is very clear. Will the game have a mode that allows for players to play against each other in online matches if they choose to do so? Yes. Will we release a beta module that allows for players to play against each other online, in order to gather valuable game play data for balancing the game? Yes, and this does not change what the core of the game is, and always has been – a single player Tactics RPG.


 

2) Some have inquired as to the development costs for the current project we are releasing. The funds for that game were provided separately from any other source of development funds, apart from any earned Playdek revenues.


 

3) As previously stated, we anticipate having a first playable of a few game levels in backer’s hands in the fall of this year. It will have player versus player capability, followed by AI for single player. If possible, we will release both in the initial release, and will determine that as we get closer.


And so, we want everyone to know that we are close to being on track with our latest development plan, and should have some game specific development updates to start sharing in May. Over the summer, we’ll have new screenshots, videos and art to share, along with game play specific details about our progress on the character and battle systems, and the game world. Thanks for your support and be back with another update in a month!

 

Playdek

 


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#2142 Map Reveal

Posted by DreadEve on 16 April 2015 - 06:14 PM

I was perusing the Cartography Guilde and went to check up on a talented cartographer's page, and it looks like Playdek also commissioned him for the map of Rasfalia.

http://maximeplasse....falia-527044739

The artist is Maxime Plasse, and has some other great maps if you like that sort of thing.


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#2094 Stat Increases on Level-Up

Posted by TacticalRPGFan on 28 March 2015 - 04:15 AM

One of the engaging parts of any RPG is character growth, both in story and gameplay. Gameplay-wise that typically involves characters getting stronger as the game goes on, and usually stat-increases when the character levels up is part of that. However, different RPGs have used different systems to manage these stat-increases. What kind of system do we want to see in Unsung Story?

 

Here are 3 common implementations:

  • Growth-Based Stat Increases - The most common implementation, different stats will increase (grow) at different rates depending on a number of factors like class. For instance, an Attacker might get +4 Strength but only +1 Mind, while a Mage might get +4 Mind but only +1 Strength. This makes stat-increases predictable, and the player can manipulate them if they can control the factors the growth rate is based on.
  • Percentage-Based Stat Increases - The implementation used by games like the Fire Emblem series, on each level-up stats have a percent chance of increasing. For example, an Attack might have a 75% chance to increase Strength, while a Mage might have only a 10% chance to increase strength. Typically in this implementation stats only go up by 1 per level up, but not necessarily. This makes stat increases highly variable, and characters might be great in one playthrough but terrible in the next. Since players usually aren't able to manipulate the percentages, they have to adapt to whatever the situation is on the current playthough - which can be an interesting challenge for players.
  • Player Choice - The player can directly choose which stats to increase. Either the player can directly choose a stat to increase, or players are given a number of points to spend and can use them to increase stats (or for other effects) which may have different costs. This is seen frequently in Pen and Paper RPGs and other more involved systems. This can also be combined with other options, allowing players to add addition stat increases as a bonus or otherwise involving player choice in the process.

I would like to see Player Choice used in combination with another system - I think Growth Based would likely be more familiar and more comfortable for most players. Making the player choice a bonus stat increase may make it feel like more of a reward for players. In order to streamline the process, I think it should be a straightforward choice instead of a point-based system. Finally, in order to mitigate min-maxing I think the increases should be greater for stats that are below the curve.

 

Here's an image to demonstrate the kind of thing I'm thinking:

dqzaoDY.png

 

What do you think? Do you prefer one of the commonly used systems, or do you have another idea?


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#1989 Can you please give us some gameplay mechanics now?

Posted by Gesser on 04 March 2015 - 05:10 AM

How progression will work, or skill-customization, etc.

 

Give us a preview of a class' abilities, perhaps?

 

Not to sound ungrateful, but I could care less about story-teasers (esp. since I'd prefer to leave everything story-related unspoiled).

 

Gameplay is the meat for me & I think it's time to get some solid info. on that front.


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#1951 Odds update will be today?!

Posted by LockeLamora on 21 February 2015 - 08:05 AM

Shy, you sly dog. This was great, you totally delivered. 

 

A plug? Oh my!

 

Are the forums leaking? :lol:

Well played, my friend. Well played. 


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#1126 OST???

Posted by Caliburner9 on 31 January 2015 - 07:19 AM

Any word on that Original Soundtrack, Playdek? I would soo love to give it a listen? Say, I have a really Good question: How BIG will this Soundtrack be? A rough estimate will be terrificly appreciated!! :D LOL :)


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#1861 RAWR ! Monster unit smash puny units !

Posted by Conquérant_Rouge on 16 February 2015 - 12:57 AM

Recently wondered on how the monsters would be implemented.

The only thing Playdek currently mentions is that they will be a specialize type of class and there will be a tamer class.
I've been wondering, what sort of specialty should they have ?
A concept I though of: large, neutral monsters to act like a sort of makeshift siege weapons or vehicles under the Tamer units' control.
Those large beast would take five tiles (like Disgeae's fused monsters or Banner Saga's Varls).
Because of neutrality, you have options such as rush your tamer for the beast's control or simply kill the enemy tamer and ignore the monster.
For example: on a castle siege mission, you can control a behemoth and have it smash a backdoor gate or cracked wall so you can flank the enemy.

So what do you think ?
Have any unique ideas for monster units ?


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