In Oberon's court you'll take command of squads of restless souls that you have chained and bound to your will. Recover resources such as bone, blood, steel and essence to customize the shades you've claimed from their resting places.Game-play is Squad based, with individual commands such berserk, flee, vampirism and more per unit available on attack stages. The entire game is developed without the use of textures to create a unique visual style, and allow the 3D graphics to run on mobile devices. With a focus on fast paced combat, unit alchemy and resource detection.
The initial release will focus on campaign based storytelling, following the player as he discovers the world of Oberon's Court and chains increasingly powerful souls, ranging from humble squires and foot soldiers to the souls of crusader knights and kings. Where the former will transform to low level units such as bodgers and hare knights, and the latter weavers and other powerful squad leaders. Each soul will be bound to the player's "cabinet" and improve persistently between maps and campaigns.
"The battle was short, a flutter of bravado, the soft embrace of muddy ground . The sound of wooden wheels sloshing through it , as you silently thank the looters for taking your body away, a reprieve before the final indignity. Night is coming, all is lost. Time for carrion to dream, the dream eternal, surrender or rise a shadow"
Thanks to some great fellow devs and the awesome people of Valve, Oberon’s Court is now coming to Steam. This is great news and will push Oberon’s Court to a whole new level. However this also entails a heavy overhaul and tweaking of systems for PC. Starting with the control scheme, but also a higher quality of visuals and content. This also means I’m switching the release platform from mobile to Steam/PC to make maximum use of this opportunity
Releasing on Steam means the intense juggling between Oberon’s Court and my regular work will reach new highs. I've pushed a tentative release date to Q2 of this year. Early Access is under discussion, but not decided yet, I’d prefer not to have the game languish in Early Access for very long. Currently the major to do is adding a solid dialogue and mission system, as I’d like to add a heavier adventure layer to the game’s storytelling. This also means employing more Voice Acting which has already been arranged(sorry), as the goal remains to keep the game fully voices in English at release.
I hope sincerely that launching on a high profile platform such as steam and its associated means for user feedback and testing, that the game will improve in quality. And ultimately this also means that the game delivered to mobile will be of a higher quality. Release will be some time after PC launch, and I’d rather not commit to deadlines I can’t keep. I hope mobile users waiting for the game can wait a bit longer..Mobile and touch controls are still in the game’s DNA and I’ll make sure to keep it that way.
New Units: There’s the Cottle Knight(airborne fast unit), the Bull Bodger (basic infantry) and the Saurly (unreleased class)
New Harvesting: We now have fancy undulating tentacles.
Dialogue: Dialogue is the main to do, but the first designs are done.
Grass Experiments: Experimenting with various PC exclusive graphical enhancements
Mushrooms: you gotta try these… or not, but a sample of some of the mission specific effects. New
Themes: Bone-yard and Necropolis are now added to the existing Dream-time,Flagellate Bowl and Battlefield themes.
Oberon's Court is a journey of the soul as it transitions through the afterlife, reclaiming its identity by conquering the harsh world of shadows. Will you chain and bind other souls and make those weaker suffer, or shepherd them to their own salvation. Oberon's Court mixes RPG elements with a RTS control scheme and combat to create a streamlined strategical adventure experience. Combat is quick and fierce, no mulling over stats, two souls go in, one comes out as a master, the other a slave, or worst.
Oberon's Court is being developed by Tomas Sala under his own label: Boof games.
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Dec 13 2014, 3:11am
Dec 13 2014, 3:11am
Why am i excited the new unity3d gui allows me to mask sprites on the canvas. Dunno but I Am. #gamedev
Nov 25 2014, 8:52am
Nov 14 2014, 1:00pm
@eeporage radiosity would fix that, or manual vertex color painting in blender (if that exists)
Nov 5 2014, 10:52am
@eeporage OOOh wait, All the shaders require vertex colors in the fbx, otherwise they flip out.. so assign some vertex colors in 3dsmax.
Nov 5 2014, 9:21am
@eeporage are you running it on dx11 cuz I never compiled the shader for that, only opengl If i remember
Nov 5 2014, 9:10am