Please be aware this project is in prototype phase and contains no final and often borrowed place holder assets we are currently play testing mechanics
Neal is the only developer and artist on this project and shared in the gameplay design. Currently there are 282 abilities in game all coded by Neal. Prototyping is complete balancing the many abilities is the next step.
Based of the concept of a large map that encourages exploration with highly tactical game play but also trying to keep turns and therefor matches relatively short Relics was born. Think of combining TCG game play with an 4X style.
First game play demo showing player 1 perspective of movement and claiming a land tile
Second game play demo 90% of the basic mechanics now work an we can play test actual matches abilities of which there are over 100 are still being implemented
Old UI layout it is now streamlined with a creature selector combined with the turn order and getting rid of the ability selector on the bottom turning that into the info display
Third game play demo after a major redesign this shows improved UI and the new creature selector abilities are now picked up on the field
This is the in game clock each turn is a different elemental hour that affects the game.
Every 7th turn is the astral hour where more powerful Relics can appear and take effect.
Lead design and Producing. Matt has designed the core concepts of ROM from the ground up
Game Developer and Design. Neal is currently programming the game and polishing the design