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A start-to-finish Unity game by Lux: a turn based xcom style game
Miroboard: Miro
Pawns of Despair (next generation) - I have some thoughts for the very long con (prob years and years later). This game should be a "turn based template" so to speak for my xcom ruleset. I "want" to make an ER xcom, but that is not monetizable, so either: free game, or make it an unofficial mod that isn't part of the game, but part of the workshop. - Possibly incorporate 10 steps ahead universe when we get there (e.g. same chars, prequel OR sequel), core game concept is "roguelike xcom", so mercenaries and contracts makes sense - Reduce skill trees and branching skill paths VERY significantly. Should just be a handful of skill tree unlocks (like 10) rather than insane 30 sized skill trees on multiple branching skill trees/classes - Simplify game structure, make it easily moddable and allow for more complex build paths. Little focus on anything besides xcom game structure + roguelike pieces - Monetization: Roguelike piece - either make it similar to something like slay the spire (act 1 -> 3/4/5), and make act 1 free, rest paid, modding pieces and custom campaigns free as well, or make it so roguelike is free, story content is not - Multiplayer, probably remove it entirely to simplify game and make good content
Character (Pawn) Details
- Implemented - In the video game
- Designed - Full skill tree finished, ready for pen and paper
- Backlogged - Planned or jotted down as an idea
Pawns (Implemented)
- Agent
- Avenger
- Bishop
- Bladesaint
- Facade
- Firebrand
- Fixer
- Hellhound
- King
- Legend
- Sharklifter
- Stalker
- Supernova
- Wolf
Pawns (Designed)
- Acerhino
- Bard
- Brink
- Bullseye
- Commissar
- Darklord
- Deathbringer
- Director
- Dracon
- Hunter
- Joker
- Lotus
- Maestro
- Metal
- Nuke
- Oven
- Pacifist
- Painkiller
- Prism
- Scarab
- Thorn
- Victor
- Vulture