Foldrum is a fast-paced turn-based tactical RPG being developed for iOS and Android. Featuring one-hit-one-kill combat, customizable equipment builds, and a variety of map types and game modes, our goal is to combine intense and engaging combat, a setting inspired by medieval Eastern Europe, and a compelling story-driven campaign.
Foldrum from a story perspective draws extensively from two major factors. The first is Russian medieval history. Though the world in Foldrum is different from ours it is heavily inspired by that era of time and makes parallels to events that took place then. At the soul of Foldrum is the idea of the medieval period from the average persons perspective. Not of a lord or king but of a mercenary or a villager who's voice in history is very often overshadowed.
After The Republic of Madev fell to the principality of Kos, the Kos goverment realized that the war had been far harsher than it hoped. The winter was coming and they were nearly out of food with two countries to feed now. Starvation seems inevitable in the brutal northern winter and major officials have no solution to this crisis but to hold tight to food stores and wait for spring.
In the midst of this crisis is Berislav, a mercenary contracted by a noble house in a neighboring more stable land to steal a Kosian artifact. If he succeeds he can live a carefree life as a noble away from a region that seems in free fall. However this theft does not go even remotely as planned due to the second factor.
Foldrum also has a Lovecraft flair to it in the form of the Foldrum. The artifact that Berislav is tasked to steal is in fact alive and terrifyingly powerful. It can project itself in the world as people and can speak directly with anyone who holds it, but those are some of it's weaker powers. It's most terrifying is it's ability to turn back time with seeming ease. Time for the Foldrum is a malleable form that can twist and change as it sees fit and sadly for poor Berislav, unlike the traditional uncaring Lovecraftian horrors the Foldrum seems to have an interest in playing with Berislav.
Foldrum takes a unique approach to its gameplay because of the implementation of one major mechanic. One hit one kill. That means if you are hit once in Foldrum and there is no special case you die, and the same goes for the enemy. You are always alone in single player and you must find a way to use your environment, the abilities you have, your weapons and your movement to overcome those odds. Gameplay in Foldrum therefore is fast and brutal. One second you could be decimating enemies and the next you could be dead but at the same time one second you could be cornered and the next victorious. The coin in Foldrum has two sides.
The art for Foldrum will be done in a pixel graphics style. The actual substance of that style will be a faded feel to the art. Foldrum is not a super happy and fluffy game and deals with serious concepts so the art style will be trying to reflect that in the best way it can, giving the gameplay a grounded feel.
The music for this game has been a hot topic for debate among me and the sound team. We really have two potential paths to go in our minds. One is that we will go with more traditional medieval music where we will have a handful of instruments that will score most of the soundtrack. The alternative is to take inspiration from the art and do a more chiptune driven soundtrack with a variety of instruments. I don't think it will end in a either or decision but more than likely a blend of the two. It's just a question of which side gets more of the pie.
So first and foremost in addition to this video I mentioned in it a change to the format of development. What I mean by that is for the gameplay section at least I will post a progress sheet that will allow you guys to keep track of the game's progress in gameplay development.
The format works as follows:
Red = not started
Yellow = in progress
Light Blue = means it's done but needs to be confirmed to work properly
Green = done and has been checked (it will probably be a while before you see this colour since checks will probably be at the end of finishing a segment)
This is the major part of the core gameplay section which is most of the girth of the code. Once this is done I will be moving on to artificial intelligence and more detailed user interface stuff.
I will also post here more concept art from Jim, one of our artists who is getting into the swing of things now. He has been experimenting lately in getting a feel for characters in Foldrum.
And last but not least here is a showing of how two different weapons look in game. The Bardiche, a weapon which can hit more than one enemy in a single swing, and the sword, a weapon that has the ability to counter enemy attacks.
First up the sword. In this image I have set the counter in the direction of the enemy. When the enemy moves down and attempts to attack he will be killed first due to the counter attack feature of the sword.
Second is the Bardiche. If multiple enemies were to enter its range, they would all be killed or injured in one attack. The bardiche also gains extra range if you do not move on the start of your turn.
Just a small re-introduction to the community since if you check my history I have been gone a very long time.
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