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General Discussion / ‘The War of Genesis’ Has Returned to Mobile!
« Last post by WarOfGenesis on November 21, 2018, 11:13:33 AM »

‘The War of Genesis’ Has Returned to Mobile!

‘The War of Genesis: Battle of Antaria’ is a mobile strategy role playing game (SRPG), adapting settings from ‘The War of Genesis’ series, a legendary Korean RPG loved by their fans for over 20 years since first released in 1995.

In ‘The War of Genesis: Battle of Antaria,’ players can command their own airship and gigantic combat machines called ‘machinas’ in battles against players from all around the world. There are over 80 heroes from the original series. Players can train and strategize their heroes against enemies and other players using various types of heroes.

The War of Genesis: Battle of Antaria is released in Korea and is having an ongoing soft-launch in 11 other countries including Canada, Philippines, Indonesia, Australia, Singapore, and Norway.

‘The War of Genesis: Battle of Antaria’ has not only incorporated stories from the original series, but also added sub stories and custom stories. In custom stories, players can recreate their favorite scenes from the original series or be creative and make their own stories.

Main Story
‘The War of Genesis: Battle of Antaria’ incorporated stories from the original series. The main story begins by introducing the Pandragon royal family, the main protagonists of the first and second series, who are trying to rebuild their lost kingdom. There are currently 6 acts released.

Sub Story
Sub stories include settings and details not explained in the main story and guides players to new content in the game.

Custom Story
Players can make their own unique stories.

The War of Genesis is a turn-based SRPG where players will carefully assemble allies that can consist of any hero from the main and sub stories or even the very monsters they do battle with. Thе gаmе also оffеrѕ соntrоl of аnсіеnt mасhіnаs (combat machines), which сould turn thе tіdе оf battles. Eасh hеrо іn thе раrtу bеnеfіtѕ from dіffеrеnt airships оr machinas аnd thеу аrе customizable to suit the рlауеr’s рlауѕtуlе. Building a team is not as easy as it seems since players can build teams not only based on heroes’ specialties but also based on heroes’ types, which make the game more interesting.

Aside from building teams, The War of Genesis gives each player their own airship that can move and explore the huge Antarian continent freely. This airship is the base camp where all research and upgrades for heroes and machinas take place in.

On top of that, players will be able to recruit G.S., Eiolin, Rashid, and Duran, and other heroes from The War of Genesis on their airship. There are currently over 80 heroes in The War of Genesis: Battle of Antaria. All heroes in the game have one of 5 types: Water, Fire, Wind, Light, and Dark. Each type has its own advantages, so players will have to strategize before commanding the heroes to battle.

Now this is what makes it more exciting - as you travel all of Antaria with your airship, it reveals the world map under the fog. There are 16 places you can go in Antaria. The airship has a variety of facilities such as the Radar, Forge, Laboratory, Resource Dock, Control Room, and many more. Each facility can be upgraded to provide benefits for you and the team.

Protective Deck - Form a defense team to protect the airship.
Forge - Craft gear for heroes and the airship.
Laboratory - Run all kinds of research in categories like Leadership, Battle, Resource, Hero Gear, and Airship Gear.
Resource Depot - Store and protect resources.
Radar - Detect information from approaching enemies and search for monsters and Dark Armor.
Hangar - Upgrade and research machinas.
Resource Dock – Collect resources.
Capsule Chamber - Earn Psi Energy from heroes placed in sleeping capsules.
Aedura System - Collect treasures to use various enchantments.
Archive Room - Watch stories.
Control Room - The most important facility in the airship. Use airship buffs, craft buffs and check hero rankings.
Trade Ship - Access the Private Shop, Stock Exchange and Bazaar’s Shop.

In The War of Genesis: Battle of Antaria, players also use ‘machinas’ in battle.

Machinas can be upgraded and researched at the Hangar. Players can unlock machinas by raising their admiral level.

Machinas transport player's hero teams to the battlefield.
Players can only summon them once per battle to deliver a deadly blow.
5 machinas become better as they are upgraded and researched.

All 5 machinas have unique qualities.

Asura. Type: Fire. Machina Trait is Movement Speed +35%. It’s battle skill is Asura Incendiary Blast (Damages all enemies. Decrease the enemies’ DEF by 50% for 2 turns).
El Gennaro. Type: Water. Machina Trait is Durability +35%. It’s battle skill is Photon Beam (Damages all enemies. Heal all allies’ HP by 20%).
Janus. Type: Wind. Can be used at admiral Lv.15. Machina Trait is Crit DMG +10%. It’s battle skill is Janus’ Evil Eyes (Damages all enemies. Increase enemies’ debuffs by 1 turn).
Arbalest. Type: Dark. Can be used at admiral Lv.25. Machina Trait is Capacity +20%. It’s battle skill is Lawless (Damages all enemies. Stuns the enemies for 1 turn at 35% chance).
Alondite. Type: Light. Can be used at admiral Lv.35. Machina Trait is Machina Flares +20%. It’s battle skill is Enforce Justice (Damages all enemies. Delays the enemies’ turn by 1).

In The War of Genesis, players can prove themselves and be the strongest by participating in battle with other players in the following ways:

Kashumir Joust is a 4 on 4 combat system that allows users to virtually battle players from all servers.
Organize heroes for Kashumir Joust and obtain Honor Points by fending off enemies.
The replay feature allows players to review and share the battle for future strategic planning.

Test your strength and battle with other players. Prove that your team is the strongest!

Massive Guild War
Massive PVP Guild War in real time over territory

Guild vs NPC (PVE): By attacking Dark Armor, a hostile NPC that acts like real users, players can plunder resources and materials to upgrade hero skills.
Guild vs Guild (PvP): Active interaction between guild members is needed for tactical and time sensitive attacks and defense, especially when it involves multiple players.

Most of the time in The War of Genesis will be spent on exploring and deciding what to upgrade. Don’t use up all your time on coming up with which strategy will be best. Open up the map and look for new enemies, allies, and also resources. Collecting resources and battling will naturally reveal advantages to fend off attacks from enemies or other players.

The War of Genesis: Battle of Antaria is released in Korea and is having an ongoing soft-launch in Canada, Philippines, Indonesia, India, Australia, Singapore, New Zealand, Malaysia, Finland, Norway, and Sweden. For other countries, please download it through the link below.

Outer Link: https://goo.gl/b5oUbT 
Google Play: https://goo.gl/GVpGw8

General Discussions / Tons of questions and some feedback.
« Last post by CalenLoki on September 11, 2018, 10:45:42 PM »
Just found your game, and it looks very promising. Always nice to see different approach.

But I'd love to read a bit more about your plans to make it more unique.

1. What's your plan regarding spotting enemies? Any line of sight, fog of war or other way of hiding? Or everyone sees everything?

2. Hitting enemy is just % based, or is it some kind of bullet flight simulation?
i.e. instant hitscan bullet with random scatter based on skills/attributes/items.

3. Some of listed abilities seems like overlapping single action. I.e. repairing plate armour is "repairs", "crafting" or "forging"? All of those seems like suitable terms for such action. Even "military", "tinkering" and "disassembling" seems somehow related. Do you plan to combine multiple skills and attributes to determine outcome of certain action, or is it one action->one ability?
Or are the abilities simply calculated from attributes?

My suggestion would be to somehow narrow each ability, and require multiple for each action.
a. Group  abilities by clearly defined boundaries: metal, wood, fabric, stone/brick/concrete, cooking, medicine, military, plants.
b. Add "crafting" or "manual skills" or "dexterity" as attribute.
c. Make outcome of action combination of attributes+abilities.

I.e. metal+crafting+military would determine quality of "repair plate armour" action, while STR could additionally boost speed. Metal+perception would be ability to scavenge for metal components (you need to know what to look for). Metal+military+intelligence would be used for researching new weapons. Thus decision for player whom to always take on mission and whom to never move out of base wouldn't by that simple.

4. Priority systems seems to be very basic ATM. Only allowed Y/N. In the long run that would greatly increase the need of micromanagement, especially with planned large number of survivors.

Do you plan anything like RW (set actions in order from the most important to least important for each survivor)?

Or maybe setting priorities for actions? I.e. "priority for repairing armour is equal to survivor (required skills->metal+military+crafting)*(manual priority->i.e. 2), (minimum required-> i.e. 25)"
Then naturally people will work at things they are good at.

And it's only step from more capitalistic rather than communistic relations within settlement - when each survivor get paid for what he's doing, have personal possession, rather than everything belonging to everyone. Something rarely seen in base building games.

General Discussions / Re: Unending Chase?
« Last post by EsKa on July 19, 2018, 12:05:28 AM »
Mmmh, ships should stop following after you get far away enough from them. I'll have a look, but i need some context first to isolate which "script" i need to check.

1) Where did they start attacking you (aka where you in a pirate owned sector or somewhere else?)
2) Did you shoot at them before fleeing?
3) Did they message you (or did you message them) and did the discussion ended up in them turning hostile?

In any case, sorry for the inconvenience, i have a patch planned soon, so you probably won't have long to wait for that behavior to be eliminated.

General Discussions / Re: Asteroid respawn rate
« Last post by EsKa on July 18, 2018, 11:57:26 PM »
I guess it's a fairly simple change for me to add. I'll see if i can squeeze that option in the next patch.

General Discussions / Re: Asteroid respawn rate
« Last post by Darwins on July 18, 2018, 01:22:32 PM »
I would love an option to increase the Asteroid respawn rate too. I find myself just waiting for them to respawn with nothing to do at times.
General Discussions / Unending Chase?
« Last post by SirRichardHoare on June 09, 2018, 06:51:58 AM »
I don't have a bounty, and I've been chased across system after system, jump, warp gates... nothing stops this band of pirates. Federation patrols are ignoring them even. What gives? cross-post/asked at https://gaming.stackexchange.com/questions/333521/pirates-chase-forever
General Discussions / After the Collapse Info
« Last post by EsKa on December 06, 2017, 03:16:58 PM »
After the Collapse is our post-apocalyptic base building game.

It's currently in development, and we hope to get it to early access during Q1 2018.
We're planning for it to be released on Windows and hopefully Linux soon after.

The game will be available on itch.io and Steam. It's, as usual with our product, DRM free and without micro-transactions.

- You can read our devlogs here
- Here's a post describing the general game loop
- IndieDB page
General Discussion / MOVED: After the Collapse compare
« Last post by EsKa on December 06, 2017, 03:09:38 PM »
This topic has been moved to After the Collapse's new board.

General Discussions / Re: After the Collapse compare
« Last post by EsKa on December 06, 2017, 03:06:28 PM »
Oh, I guess the game will need its own forum now. Sorry the forum tends to be left a bit behind, there's only so many hours in each day, sadly :)

Anyway to answer your question before taking care of the forum:

The day-to-day operations will be fairly similar, build furniture and walls to keep your survivors happy, productive and secure. On that side, it will follow the general recipe for this type of game.
However things will be different on other points:

1) Resource gathering. Due to its urban environment, your people will be mostly disassembling destroyed building and scavenging resources instead of mining ores and cutting trees.
It's not just a semantic difference. Going into a closed building to scavenge might unleash a bunch of hostiles on your poor settlers.
Resources will generally be scarce, and past the initial first few hours you'll have to get them either via trading or via missions outside your base.

2) Scale. Rimworld is designed for a 6 to 12 group. ATC is planning for a much larger population.
While giving an exact number right now can only be a vague approximation, I'm aiming for a number around 50 for a well developed base.

3) Outside-of-base missions. My engine is apt at running multiple game areas simultaneously. That's something i want to exploit by allowing the player
to send teams on scavenging, raiding, and exploration missions.

4) artifacts! And, yes, that's directly taken from STALKER's lore.
Rare artifacts, which can be found the aforementioned raids will be used to customize weapons, boost survivors' stats and build special, powerful structures.

5) More combat oriented. You're in a post apocalyptic world where mutants, raiders and environmental treats (radiation for instance) are rampant. Making a well
secured base with gun turrets and strong walls will be a priority. The nature and strength of your enemies will be configurable, allowing players who prefer a calm
game to play at their leisure, but it's still the general idea.

I could go on, but that would be a bit presumptuous at the moment. My current goal is to have the basics of the game working like clockwork before adding more features and additional layers of complexity.

I hope it answered your question to your satisfaction.
General Discussions / After the Collapse compare
« Last post by Seeler89 on December 06, 2017, 01:58:32 PM »
How does After the Collapse compare to games like Rimworld and others with that feel??
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