Tales n' Tactics, a turn-based strategy game.

Tales n' Tactics, a turn-based strategy game. You'll play as different champions of different races, conquering towns and clearing dungeons to left and right!
Om0git5fyxo8j3dkjga4
Henrik Forsman
Gaming
Hudiksvall
Sweden
4 Team Members

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Tales n’ Tactics, an old-school turn-based strategy game in which you control up to four champions, which is either Human, Elf, Dwarf, Orc, Undead or Demon, in a quest for victory. Conquer towns, clear dungeons or just explore the randomly generated maps. Each game can be won by completing certain objectives which are generated randomly for you or that you have chosen yourself in the beginning of a game. You can play either alone or with your friends, on one computer via hot seat-mode or online! All this is presented in cozy, retro graphics with fitting “old-school” music.

We’re a small company residing in the town of Hudiksvall in northern Sweden at the moment. We have a passion for games and hope to make it into the market with this, our first real game: Tales n' Tactics.

We started development in the fall of 2012, our programmer having dabbled with games before but nothing serious, and decided on creating a turn-based strategy game in the spirit of Heroes of Might and Magic II / III. We felt like it would be a great learning experience aswell as a way to, maybe, gain a foothold within the industry and tie some important connections.

But what we didn't expect was that it would turn out as big as what it has become. 

It has been quite the experience, to say the least. Maybe not always, there has been some ups and downs, but we've managed this far. What's stopping us from our goal? Time-constraints and, of course, money. That's one of the main reasons we decided to try our luck in Indiegogo, where people might see our dream in the same light as we do.

 

Each turn is half a day long, meaning there is one "Day"-turn followed up by a "Night-turn", and days are organized into cycles of weeks and months (measured as four weeks). While on the world-map, a player may endevour in several different things, like capturing towns, clearing dungeons, clearing out and taking over resource locations, upgrading exsisting towns, trading with other players or you can just go off exploring.. Which can be just as rewarding.

Whenever a player engages in battle, the game changes from the world map to the battlefield view, which is based on a square grid. In this view, the player will engage another player, or an NPC's, army in strategic combat. Combat will only end with the losing army being destroyed or, if the battle is against another player, the losing player may able to pay a heavy price in resources to surrender. Surrendering allows the defeated to keep the remaining units intact as well as his Champion.

Creatures in an army are represented by stacks of units, each of which consists of a single type of creature, in any quantity. There are room for eight different stacks per Champion, which means you will have to decide what kind of army you want to construct.  Champions do not engage in combat directly  but do passively grant bonuses to their army, depending on their defence and attack levels.

Even though you can affect most things while in combat there are still several things that are somewhat "random". Damage done by creatures is one factor that could be considered random, as every unit has an attack-span, e.g "Knight does between 7 and 10 damage". Some units also have a chance to apply an effect, like "Frozen", "Burning", "Haunted" to name a few. This effect is also applied in a somewhat random manner as units have a percentual chance of applying said effects.

Every player can capture and defend three types of settlements; Outposts, Villages and cities. Outposts have a single buildplot. Villages have a total of three buildplots and Cities have four buildplots.

On each buildplot the player can choose to build either a battle-, trade-, upgrade- or special-oriented structure.
In every settlement, it’s possible to build a maximum of one structure from each category.

  • In battle structures you can train three types of units. The players can upgrade their trade structures for an increased value for traded in goods.
  • In upgrade structures you can purchase upgrades that i.e. improve the attacks and armor of you units.

The bottom part of the interface provides the player with the possibility to rearrange its units.

In the editor players can build maps and create adventures to share with other players. The editor provides all the tools to make as feature packed adventures as the Campaign. Here players can create trigger points for special plot events such as a champion speaking or a part of the story being told. 

Some people enjoy playing hand-crafted scenarios by themselves. Some would rather experience it with friends

You wouldn't play chess, or battleships, alone.. would you?

This is why we decided to include not only online, peer-to-peer multiplayer, but also the classic Hot-seat multiplayer!

For those that have not heard the term "Hot-seat multiplayer" before, here's a short explanation:

"Hotseat or hot seat is a multiplayer mode provided by some turn-based video games, which allows two or more players to play on the same device by taking turns playing the game. The name hotseat started as a reference to playing a PC game and trading seats with the other player."
(source)

There are many different types of dungeons in Tales n' Tactics, and most of them are layered.
A layered dungeon has three layers:

  • The Outside, this acts just like any other encounter on the worldmap (as in there may be rain, snow, etc.) except that it may contain different units.
  • The Inside, this may have some remnants of the outside weather and climate; puddles of water, some fog dragging against the floor.
  • The Core, this is the toughest part of the dungeon and may contain very rare creatures. When you have defeated the last living creatures in the dungeon; Fortune will be yours!

Somewhere between a week and a month after the dungeon has been cleared, some new foes may have found their residence within it. Or who knows, maybe something entirely different.. 

But there are more encounters than just dungeons.

Events are another type of encounter, which can occur practically anywhere while travelling.
An encounter will give you several different options to solve a problem and will, of course, reward you differently depending on what you do.

Let's say you are travelling through the woods with your army. You suddenly encounter a band of travelling monks on a pilgrimage, what do you do?

  • You give them some resources to continue their travels.
  • You force them to tell you any arcane secrets they might possess.
  • You attack them without mercy, it'll be some great practice for your army
  • <You have a monk in your army> You convince them to join you.

Depending on you choice you may gain more followers to you army, lose others because of your ruthlessness or show piety and maybe gain something else down the road.

 

On the world-map, you can use your champions to clear out and capture mines, farms and lumbermills. These can then be managed to attain resources:

  • A mine can produce stone or metal.
  • A lumbermill can produce wood.
  • A farm can produce food or cloth.

Said resources, plus certain ones you will only find in dungeons, will then be used to build and upgrade structures and settlements and to enhance your army or purchase units.

You will also be able to trade resources with your fellow players or with NPCs, if you had an unlucky creation of your worldmap for an example. 

The gallery is your own little showcase where you can browse through all the monsters you have encountered during your travels, and contains everything from the smallest imp to the largest yeti.

There are currently, that is before and during this Indiegogo-campaign, 98 units which can be fought. (Although there are still some serious balancing in need of doing, of course.)

These creatures can then be placed on your personally created maps in the adventure editor as creatures in dungeons and events.

 

In your towns "smithy", or equivalent building, you can purchase upgrades which increases your units attack, defence or movement.

Whether it is stronger steel, enhanced leatherwork for your armouring or better boots for your units to use, rest assured.. By using all that precious loot, your army will grow stronger over time.

 

There are more things in this world than upgrades though, there are also traits! There are two kind of traits; Racial traits and Individual traits.

  • Racial traits are traits that are the same for the entire race, like "Stocky" for dwarves, "Ferocious" for orcs or "Terrifying" for the Undead. A race typically has one positive and one negative racial effect.
  • Individual traits differ from unit to unit but includes, but is not limited to: Flying, Fire Weakness, Retaliating, Marsh Lungs, Ice cold, Fearless, Holy.

On top of that there are also status effects.

  • Some monsters can apply status effects to their opponents, like Poison and Burning. These do different things depending on what kind of resistances, if any, the opponent has.

 

Every round of the game the players will have to take in account several factors: Is it night? Is it raining outside? Will the terrain I'm currently hold up on grant me benefits or make my army frail and easy to crush?

Currently, our setup is this:

  • Some units will have better sight in darkness, increasing attack/defence/movement by a fair bit, while other will have trouble seeing in the dark and be affected in the opposite manner.
  • Some units (Think, water-based creatures while raining) will be granted benefits while there is a weather effect going on, if it's raining, snowing, if fog envelops the terrain, that kind of thing.
  • Some units will also be granted benefits depending on what kind of terrain they are positioned on, Ents while stationed on grass would be an example.


Which means if you're really unlucky and your enemy has prepared well; his inferior army can still triumph over you by his use of clever tactics.

 

Soundtrack

The Tales n' Tactics soundtrack will feature several different genres of instrumental music, reflecting the medieval style of the game. However, all tracks will have a unifying 8-bit/retro feel to them that will fit the pixel art perfectly.

The music is being written by veteran game composer, Richard McDonald, who has worked in the games industry for many years. You can listen to more of his work at his website.

The ALPHA trailer at top uses the Dwarf City Theme and above are two preview tracks.

Q: "Retro" graphics, why?

A: There are several different reasons why.

First; We very much enjoy that style ourselves, it brings back good memories and one can really be astounded what can be done in such low-resolution imagery.

Second; Money. Time. If we were to make this game in full HD and still make it look good.. We'd need waay more money.

"So why are you not asking for more money?" You might ask. Well, as stated above; We like this art style. Quite a lot. More people on the team might also end in the project not turning out the way we want it to. Not have the right feel to it.
We're also realists. We don't expect people to throw money at us, for an idea we are not even sure people will enjoy, but we have high hopes!

 

Q: Why crowdfunding?

A: As a two-man team with no games previously in our portfolio, we felt like we didn't have a whole lot of choice in the matter. 

As crowdfunding is something where each and every one gets to decide by themselves if they feel that it's something worth investing a small amount of money into, it suits an indie-game like "Tales n' Tactics" perfectly.

 

Q: What happens if you do not reach your goal?

A: This game will be completed even if we do not reach our funding goal, but it will probably take more time as we'll have to figure out some other source(s) of income, and we the editors and simulators will probably be a little less deep and, worst case, we'll have to scrap our idea of a future campaign.

 

Q: Are there any boxed/physical copies?

A: If we get enough support; Sure, there might be, but there are no plans for it as of right now.

 

Q: Where does my money go?

Piechart

Q: About the rewards.. Do I get to create ANYTHING?

A: When we say "of your choosing", we give you the power to add anything. But let's say.. You wanted Isaac clarke from "Dead Space" as a portrait; This is not something that fits together with the game's setting, which means it will have to be an "easter egg" of a kind, like a rare chance to get that specific portrait when you choose among them. We do this to keep the immersion at a reasonable level.

Oh, and no obscenity either.

 

Q: Why are there so many perks/tiers?

A: Indiegogo is a wonderful place, a place where people from across the globe can come together and back whichever project they feel suit them. But, unfortunatly, not everybody have the same funds and cannot back everything they might want. That's why we have so many tiers, so everybody can find the one they feel suit themselves best.

 

Q: What was your inspiration?

A: Primarily: Heroes of Might and Magic I->III, Warlords I-II, Travian (Yes, really!), Civilization and King's Bounty.

 

Q: What's "DRM"?

A: Digital rights management, or DRM, is a general term used to describe any type of technology that aims to stop, or at least ease, the practice of piracy. In essence, DRM removes usage control from the person in possession of digital content and puts it in the hands of a computer program.

(source)

Q: I want to contribute but I do not have any funds/ I do not use paypal, what can I do?

A: If that is the case, which it totally understandable, you could:

I have a question which is not aswered here..

If you do, just throw us an e-mail at support@arcanewrench.com!
If we get several of the same question, we'll post it here.

 

  Bard Peasant Minstrel Knight Captain Vigilante Renowned Hero Adventurer MonstrousChampion

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This campaign ended on September 17, 2013
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