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Features

  • No grinding and no random encounters
    Skills will be earned through the world’s exploration; chests, dungeons, sidequests, trading, secret bosses, etc. Exploration will be crucial to strengthen your party.

  • Customizing classes without restrictions
    Each main character has a past and certain preferences when it comes to fighting (the characters start equipped with a some personal skills) but you will be who decide their fighting style; you can customize their skills, their equipment, and even their appearance.

  • Difficulty mainly based on strategy
    With a system of strengths and weaknesses as an axis, having and using effective skills at the right moment will be much more significant than your party’s level.

  • A story based on the human condition
    A great emphasis on a mature and emotive story, with various shades and different points of view, but without putting the action or sense of humor aside.


Backstory

“396 years have passed since the Shadow War, a struggle that lasted four years without sunlight and left devastating effects in the whole continent. Since then there are no traces of the elves, and the Britano dynasty governs in the Isiluarë kingdom.

Looking to sustain his ancestors’ legacy, king Britano VII insists on the unification of the human race; that every town and nation answer to the Humanitarian Federation so that they will be prepared for the elves’ comeback.
Some agree while others rebel. Meanwhile poverty and criminality increase and justice is not able to cope with them...

The kingdom’s peace hangs from a thread… Will there be a war again?”


In this historical context starts The Saints of Redemption. You will be discovering more as you advance with the plot and explore the world; the mysterious exile of a whole race, the reason of the demons’ appearance in the middle of the war, and the key to which the world has been without sunlight for so many years.

Synopsis

“This is the story of how unexpectedly paths and dreams of four personalities interlace in an adventure of friendship, sacrifice and redemption.

Barduk lost his parents when he was a child because of religious conflicts. Now, captain of the Armistician Army's 7th division -elite soldiers with doubtful moral- he is accused of treason and sentenced to death by the king himself..

Konux belonged to a clan that was made extinct by unknown reasons. He had to grow up and survive alone for years... Now as a grown up, he untiringly looks for the truth and to find the culprits of his suffering.

Servantes was rescued by the king in a kidnap and adopted when he was just a baby.. As a retribution, he has to serve the kingdom till he is said otherwise... But his desire to meet his real parents will make him commit lunacy acts.

Xelion is a mysterious young man from an unknown origin. Some call him “The Inquisitor” because he works for the kingdom as a demon hunter... Until the day something makes him leave everything behind, even his only friend.

Together they will reveal deep secrets, and will leave a legacy that will change Isilaurë’s history forever...

They are The Saints of Redemption.”

In The Saints of Redemption the main characters have a past that formed and gave them dreams, objectives and fears. You will live their lives’ most significant experiences to understand their present, and you will guide them through an epic adventure in search of their redemption.

Skills system: Major Runes


“It is known that the Major Runes were created by the elves in wartime, while desperately seeking to acquire a new power source. It is said but not for sure, that the power of these runes emerge from souls condemned to be in captivity in these small stone prison indefinitely… Where their energies are channeled through runic inscriptions.”

In The Saints of Redemption the skills are collectibles, and are distributed worldwide (chests, dungeons, secret bosses, and different types of people such as traders, among others).

  • Each character can carry a maximum of five runes, with some exceptions.
  • The power of the runes can be shared between the party members.
  • Runes can have certain requirements to be channeled, as having a specific weapon equipped.
  • Rune types are divided into five: Green (support), Blue (defense), Red (attack), Yellow (magic) and Iridescent (special).

May you find the project interesting. Any comments, suggestions or questions are welcome.
Thanks for your time!

Twitter: @LevelNoMatter
Facebook: /LevelNoMatter
Blog: www.levelnomatter.com
E-mail: sebastian@levelnomatter.com

Latest Blog

The Saints of Redemption: Combat system I

In The Saints of Redemption combat has a great weight, and we’re constantly working on it to be able to make it understandable, deep and have a lot of possibilities. That’s why this is the first post of a series of many… :)

First try: “Action Points”

From the beginning I had in mind that I didn’t want to stay with a basic turn battle system, I wanted to go a bit further… And I marked as a goal the following specifications:

  • Use your head: underestimating your enemies will make them kick your ass and force you to think your movements carefully.
  • But don’t waste your time: be able to quickly beat the least relevant enemies.
  • And with diversity: rewards to a mixed party that exploits many different types of enemy weaknesses (this point is related to the skill system, we we’ll talk about this later).


Before designing I analyzed the genre’s models whose battle systems worked great. Especially Fallout and Final Fantasy X.

The first Fallouts (one of my favorite games) had an Action Points system; every action you take requires X points, and its good administration would let you make many movements on the same turn.

In Final Fantasy X, the turn order is established depending on the action you make. Your turn will come faster if you only use an item, or slower if you use a powerful skill.

These are two mechanics that I like a lot because they give depth to the system and versatility to the player. With those in mind I took a pen, a notebook and started sketching…



I worked hard to implement it. You can download the 1.2 prototype to test it.

The result is you have 6 Action Points (AP) to spend like you want. You can repeat actions as long as you don’t exceed 6 AP. For example a normal attack spends 2 AP, an ability 3 or 4 AP, using an item 1 AP… etc.

The turn order is heavily related to the amount of spent AP, so if you use your 6 AP you will have to wait a lot for your turn to arrive… But if the enemy is weak, you can use all your AP and kill him before he even gets the chance to act.

Sounds good, right? That’s awes-

Feedback: No.

The result was a disaster, chaos and destruction. Well, not that much, but in a few words only a couple of people really understood it, and as a rookie game designer my first reaction was…



Yes… There were cases in which I tried to explain how the system worked and how badly they were using it, with the moto “You’re going to die” as a banner.

Most of the players ALWAYS used every AP they had, without caring of the enemy. The turn bar didn’t help to assimilate the turn delay with that amount of actions done. They died without being able to act again, and they didn’t know why.

It was hard for me… but I eventually understood: I did it the wrong way :’(

Second try: “Fatigue”

With the devastating feedback in mind and trying to be loyal to my original idea, I grabbed my pen and notebook again and established new objectives:

  • Make the system more intuitive.
  • Use a more clear interface and less static.


The results were these mockup (in process of implementation and refinement, open to opinions):




The “Action Points” were replaced by “Fatigue”. Every action applies X fatigue to a character, and the turn order is ruled mainly by fatigue (the more fatigue, the more delay) being 1 the minimum and 6 the maximum fatigue.

Until now everything sound very similar… But the most significative change is that now you can only act once by turn.

“But… does that mean… that the system will lose depth??! OH NOOOOOOOOO!”
(My mind, November 2015)

To prevent from sacrificing its depth I added a new basic attack (shared by all the characters) called “Strong attack” and/or “Triple attack”. This attack inflicts a great amount of damage but also generates a higher fatigue. It would be like making three times a normal attack but spending only one action… The premise is the same, you can use it whenever you want, but if you don’t give it a smart use… “You’re going to die”.

When the system gets implemented and is functional there will be a new prototype to see how it works, so stay tuned… we want your feedback! :)

In the next days we’ll talk a bit about the new skill system. Thanks for your time!
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