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Games Anzen: Echoes of War [Mobile ARPG for iOS and Android]

Discussion in 'Works In Progress - Archive' started by creimschussel, Oct 17, 2019.

  1. creimschussel

    creimschussel

    Joined:
    Apr 11, 2017
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    anzen_logo_teal.png

    We are a group of gamers turned game developers and we are working on an ARPG for iOS and Android called "Anzen: Echoes of War" in our spare time. Its a new type of mobile ARPG brings great gameplay, character customization and end-game content together to create unlimited replayability.

    As a Guardian, travel through the world of Anzen and uncover the truth behind the lost myths and legends of old. When digging up the past there is no telling what you will find.

    Features
    • Premium Experience: We will NEVER have ads, loot boxes or pay-to-win micro-transactions
    • Story: A rich world has been created, from the ground up, for you to explore.
    • Multiplayer: Coordinate groups with your friends or join up with other players in the game.
    • Classless System: There are no classes. Equipping weapons grant you abilities.
    • Loot: Keep with traditional randomized loot with a special item class that changes their look as they level up and grants the user a Legendary Ability.
    • End Game: Getting max level is just the beginning! We have a huge focus on end game content. On release we will have our Endless Dungeon mode that will push you to your limits!
    • Expansions: Do you like how your favorite PC and Console games release full-blown expansions of content? Us too! Get more story, items, abilities and more when we release an expansion!
    • Cosmetics: We want you to look your best as you defeat your enemies. You will find new looks for your armor, color variants for skills and vanity items such as capes, character portrait boarders and more!
    We will be making our prototype publicly available to test out so I can post that update here when its up.

    Art Style
    The game has a stylized look that still holds to realism. We didnt want to go the direction of a cartoony or be hyper realistic. Our goal was to establish an art style that is unique to the game. We went with a fantasy look with our own take on futuristic elements. It took us many, many iterations but we are staring to get a handle on the style and being consistent with it.

    Environments

    The Inner Sanctum

    Inner_Sanctum.jpg

    The Spire
    Guardian_Spire_Concept.jpg

    Characters

    Kyra Dey and Kelipso (bad guy :p)
    Kyra_Kelipso_CloseTogether.jpg

    Here is a walk through of one of our prototype levels.



    Gameplay
    We are inspired by PC ARPGs and we want to create a mobile game that offers an amazing experience and a world you can grow your character, become powerful and test your skills in endgame content. As we continue development we will keep iterating to make the gameplay smooth and satisfying.



    Audio
    Audio is something we do not want to leave to the end of development. We have been working to incorporate music, sound effects and voice over into the game early on. This made sure that we understand what is needed and make sure we can keep a high level of quality throughout the game.

    We have composed two songs for the game so far with more planned. Check them out on our Soundcloud!
    https://soundcloud.com/playanzen/




    Jump in our Discord and talk to us directly about the game

    Follow our progress on social media!

    Check out our website for an overview of the game, lore, art, music, dev blogs and more!
    https://www.playanzen.com/
     
    Last edited: Oct 17, 2019
  2. creimschussel

    creimschussel

    Joined:
    Apr 11, 2017
    Posts:
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    Thank you for taking the time to check out Anzen!

    We want to push ourselves to keep improving the quality of the game and learn more about how we can improve. Any and all feedback is welcome. Please be as critical and specific as possible, no matter how small. :)

    Got a couple of questions here to get things started!

    Question 1

    • What is your first impression of the level of quality of the game that has been done so far in the prototype footage shown?
    Question 2
    • How appealing is the art style? Is it consistent with the concept art?
    Question 3
    • How does the gameplay look? Smooth, clunky? Why do you think it looks that way?
     
    Last edited: Oct 17, 2019
  3. koirat

    koirat

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    Good start. But.

    Game looks completely different than concepts. Concepts looks futuristic. Game levels looks fantasy.
    Yes it is a little clunky but it is still a prototype as you said.
     
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  4. creimschussel

    creimschussel

    Joined:
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    Thanks for the feedback!

    You definitely nailed it. We need to redo a bit of our concept art in-order to balance out the fantasy and futuristic. Our goal is to have the fantasy aspect be at the forefront with a small amount of futuristic elements mixed in. We only have the ruins of the Inner Sanctum done so far in the prototype (two levels of it, Outer and Inner) but we will be working on other environments to help us practice and stabilize the overall concept of the game and make it more cohesive with the art direction.

    The Spire, Spire Barracks and our Freyden art is probably the most futuristic out of all of our art right now. Probably the biggest culprits of too much futuristic elements.

    @koirat Do you think the clunky part of the gameplay comes from the animations?
     
    Last edited: Oct 17, 2019
  5. koirat

    koirat

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    Mostly from animations some from behavior of enemies.
    1. No hit animations (must have).
    2. No idle animation during fight this should be different idle than normal idle (but normal still better than nothing). (probably must have ;) ) Characters just freezes in place, waiting until they can attack.

    This could be mitigated a little by behavior. For example shooting unit could run away after shooting when player to close.

    Also some animations are just to stiff. (for example red enemy punch)
     
  6. creimschussel

    creimschussel

    Joined:
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    Awesome, thanks for clarifying all of this. It really helps a ton. :)
    1. We have hit animations planned, like a stagger/flinch that would happen after a few hits. Both for the player and enemies.
    2. Totally agree here (adding it to the list ;)), like a "fighting idle" animation that plays in-between attacks so its adds some of that extra juice and makes it feel like your a deep in the fight. We also want to stagger the basic idle animations for enemies too because right now they are all in sync together which is pretty silly. As well as adding alternate animations that will play randomly so it breaks things up and it wont be constantly the same animation all the time.
    Yeah, the AI is pretty basic right now. We will expand it more to make them a bit smarter so it feels more like a challenge too.

    That's actually a great observation! (adding it to the list to work on!)