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Fantasization - tactical RPG inspired by D&D, The Dark Eye, and Civilization

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Party-based RPG with turn-based tactical combat, "deep RPG mechanics", and dynamic and procedurally generated overworld. Made by a team of a machine learning specialist, an architect and a CEO of an IT company.

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Coming to Early Access next year:



Fantasization is a team-based roleplaying game with turn-based tactical combat, deep RPG mechanics and an evolving procedurally generated world with warring factions. Your party of four heroes belongs to a secret order protecting the largest known collection of the mysterious substance called the Aether. The Aether used to be a pure and benevolent element used by the greatest mages and the dwarven smiths alike. Recently, however, the Aether has started to become dark and malevolent and your party will need to find allies to stop this corruption before the growing darkness engulfs the world.

Title-Key-Features.png

  • Character customization: We have created a system that enables hundreds of very different ways to create powerful characters for your party. We also provide premade character templates for players who wish to focus on other aspects of the game first.
  • Challenge: The game teaches you to take full advantage of your team members. It is up to you to learn and adapt. Your tactics and ability to pick the right tools for the job have to improve along the way in order to survive the higher level content.
  • Story: Most of the story will be told by the interactions between the factions and the player. Think Civilization. We don’t know how your story will play out. What are the factions going to request from you? How will they fare against the forces of corruption or against each other? Which factions will rise and which ones will fall?
  • Evolving world: The various factions of the world will have different (sometimes even hidden) agendas that guide their actions. They will claim new land and resources, attack their enemies and assist their allies. All the while the corruption of the Aether is spreading throughout the world and warping and defiling anything it touches.

Title-Game-Mechanics.png

  • World Map: The story of the game is mainly told on the procedurally generated world map where you explore the world, complete quests, interact with the different factions and run into random encounters.
  • Adventure Maps: For each individual encounter or quest the games switches to a top-down adventure map that plays real-time with various NPCs and enemies. This is where you do most of your exploration. These maps are also procedurally generated, but include many fixed elements to ensure interesting gameplay.
  • Battlefield: Whenever you encounter enemies, a hex grid is overlaid on the current adventure map and the game switches to turn-based mode. Individual fighters take turns to move, attack and use special abilities. These battles will be the ultimate test of your character builds, group tactics and team synergies.
  • Role Playing System: One of the key goals for our RPG system is to enable a wide variety of strong combinations of skills, attributes and items. Our system uses eight main attributes along with a large variety of different skills. All the items in the game are manually designed so that each item really feels special and interesting.

Title-Background.png


Our core development team consists of a machine learning specialist, an architect and a CEO of an IT company. The upside of this unconventional development team is the fact that we can operate without budget or time constraints. A great benefit of this is that we have been able to spend a great deal of time iterating on the game design and implementation. Our game mechanics have also undergone a large number of major revisions. We just need the parts that matter the most to be perfect. We are now approaching this goal and we are planning to release the game on Early Access later this year.

Our team members use a ridiculous amount of time to play pretty much every newly published computer RPG and have been doing this since the original SSI Gold Box games. Some of our strongest influences are the Civilization, Heroes of Might and Magic, Wizardry and Baldur’s Gate series. Our mechanics also owe a lot to traditional tabletop RPG systems such as the Dungeons & Dragons and the Dark Eye. In a way Fantasization is also our way to give back to the RPG and indie development communities. We have created a game that is exactly what we would like to play ourselves while still remaining approachable to your average RPG player.
 

Jimmious

Arcane
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Joined
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Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Very interesting in theory but in practice I have the feeling that they want to do too many things all in one game. I hope it works though!

*Battles look very Blackguards-y right?
 

Serus

Arcane
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Joined
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6,680
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Small but great planet of Potatohole
procedurally generated
into the trash it goes
Because playing the same game every time is so much more fun :lol:
Yeah, better play a game with such exciting quests as "pelts", "goblin raiders", "local thug #1", "orc raids" and "local thug #2" :roll:
Doesn't have be like that. Procedural quests is something that wasn't very well explored in the past by any game i know of - in an ambitious way i mean. It can be (potentially) done better than that.
 

*-*/\--/\~

Cipher
Joined
Jul 10, 2014
Messages
909
Incline for turnbased, tactical and DnD. Decline for procedurally generated and that shit character aesthetic. Will watch.
 

Farewell into the night

Guest
Didn't like the camera angle, nice overall theory tho.
 

JarlFrank

I like Thief THIS much
Patron
Joined
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Messages
33,050
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KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
This looks great from a gameplay perspective, as I love turn based tactical RPGs.

However, I am sick to death of everything being procedurally generated these days. Those survival sims with crafting of which there are dozens on Steam? Procedurally generated worlds.
Roguelikes and roguelites? Procedurally generated.
Some attempts to make new "oldschool" FPS? Procedurally generated levels.
And now some RPGs and tactical games do this shit too.

The market is oversaturated with procedurally generated gameworlds, and they all end up being samey after a while. I just want a game that gives me a proper hand-designed world where every encounter is deliberately placed, you can explore different regions with different difficulty levels and tough hand-placed boss fights, hand-placed unique loot items, etc etc. I'm sick of procedural generation. It's cool when it's done right but it's done so often these days, a game that has it as a feature immediately loses some of its appeal for me. I just want a good hand-made RPG where the levels have been crafted by hand, with actual thought put behind the placement of enemies, of cover objects, of interactable objects (like Blackguards had), etc etc. Procedural generation isn't going to give me encounters like that.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
This looks great from a gameplay perspective, as I love turn based tactical RPGs.

However, I am sick to death of everything being procedurally generated these days. Those survival sims with crafting of which there are dozens on Steam? Procedurally generated worlds.
Roguelikes and roguelites? Procedurally generated.
Some attempts to make new "oldschool" FPS? Procedurally generated levels.
And now some RPGs and tactical games do this shit too.

The market is oversaturated with procedurally generated gameworlds, and they all end up being samey after a while. I just want a game that gives me a proper hand-designed world where every encounter is deliberately placed, you can explore different regions with different difficulty levels and tough hand-placed boss fights, hand-placed unique loot items, etc etc. I'm sick of procedural generation. It's cool when it's done right but it's done so often these days, a game that has it as a feature immediately loses some of its appeal for me. I just want a good hand-made RPG where the levels have been crafted by hand, with actual thought put behind the placement of enemies, of cover objects, of interactable objects (like Blackguards had), etc etc. Procedural generation isn't going to give me encounters like that.

In principle I agree with you but the fact that a machine learning "specialist" is on board makes the specific game very interesting for me, on the procedural level.
Because IF they indeed have such algorithms in game and the "AI" actually adapts somewhat to the choices of the player... Well that will be awesome and new.
If it's simply a "randomize the same content and spread them around" situation then yeah, it's nothing to be really excited about
 

JarlFrank

I like Thief THIS much
Patron
Joined
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33,050
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Yeah, this could be potentially interesting. Still, I really wanna see more hand-crafted content again. The procedural fad is growing tiresome.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
procedurally generated
into the trash it goes
Because playing the same game every time is so much more fun :lol:
Yeah, better play a game with such exciting quests as "pelts", "goblin raiders", "local thug #1", "orc raids" and "local thug #2" :roll:
Doesn't have be like that. Procedural quests is something that wasn't very well explored in the past by any game i know of - in an ambitious way i mean.
At least one did - ironically, it's title Unexplored :lol:
They're more like inventory-based puzzles than quests per ce, but can get pretty complex, spanning multiple dungeon levels.
So, contrary to what I used to firmly believe in, in theory procedural generation can work. But the marketing of this one still has me unconvinced. I mean, Unexplored made its advanced level generation a selling point, while these guys don't seem to think that there's anything wrong with the usual procedural generation in the first place.
 

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