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Cheers ^^
Anything else you can tell us about the game? Are you close to release? What's it like when you're not in a fight? Surely there's more to it than turn-based tactical battles against bearded soldiers... :)
We have started developing Thermidor less than a year ago, and we probably have another year until we can complete it.
Which is why we have decided to go with crowdfunding, and try to get some extra help financing the game.
The story line is very immersive and is being written by a very talented scenario writer as we speak!
It's going to be a proper game with enough levels to keep you busy for many hours.
If you back the game, you can get a beta of the game, a fast access version, plus lots of goodies!
What do you think?
By the way, I haven't introduced myself properly yet...
My name is Ron J. Ward, and I am (amongst other things) the house composer and sound designer at HyperDevbox Japan.
Yoroshiku!
There is still a long way until the game is complete and released, so we are not yet sure about all the details, and right now we are just trying to focus on making this game the best we can.
Yes, the idea is to make the game, which is in essence a Japanese RPG, with some Western influences (the art and gameplay).
Please share with your Linux friends, as we need as much help as possible in spreading the word.
Will it be TRPG or JRPG? You know, they are different genres. And "J" in the later does not nesessary refer to a game made in Japan. Games like "Pier Solar" are JRPGs despite having nothing to do with that country. And TRPGs ("tactical" RPG) like the infamous "Fire Emblem" can use any setting and be of any county.
So you are referring to your game as JRPG but the screenshots are suggesting it is TRPG. Sorry, I'm confused.
But otherwise it looks very promising!
It is a Tactical JRPG.
Does that make sense? LOL
In case of JRPG we have:
1) Limited number of main characters, in many cases not greater than the number of character slots in the party, but most of the time only slightly bigger. We are talking (3 ... 8) characters. Can not name any exception right now.
2) No "permadeath" of the characters, no recruiting random fighters. The only exceptions I can recall are earlier "Final Fantasy" with its character creation mechanics and... "Lucienne's Quest" with optional and irrelevant golem.
3) Strong story with sufficient input from all of the characters. Everyone is a person with own storyline. Exceptions are rare and mostly very old and not that good (like "Phantasy Star" II and III, sadly, earlier "Final Fantasy" games or "Traysia").
4) Highly defined "map roaming" dungeon roaming is a "must", world exploring is optional but present most of the time. Exceptions are "Lunar SSS", "Lunar II Eternal Blue", "Grandia II", "Breath of Fire IV" where the world roaming either nominal (Lunar), or omitted (replaced with map location selection).
5) The fights are relatively simple "gang on gang" skirmishes, most of the time with "random encounter" mechanics, and have no impact on storytelling (with boss battles being obvious exceptions). The only exception that comes to mind is "Parasite Eve" with its finite encounters per location.
In contrast the most prominent features of TRPGs are:
1) Large roster of playable characters. A lot more than the player team can include. Mostly somewhere in the 30s (not counting randomly generated mercenaries). Exceptions exist ("Langrisser" series, "Vixen 357", probably other Masaya TRPG titles, recent "Shadowrun" games -- from "Returns" onward).
2) Permadeath is common and is considered to be the norm. Exceptions are later "Langrisser"s (i.e. not the first one) and... "Super Robo..." Nah!!! I won't ever call that TRPG! :-)
3) As a corollary from the above most of the characters do not matter to the storyline. There can be some minor interactions between non-essential characters (like relationship system in "Fire Emblem" or their occasional remarks in cut-scenes) but nothing will change story-wise if the player never recruit or lose them. Exceptions are some Masaya works like "Vixen 357" (which has surprisingly robust dialogue system despite "permadeath" -- it helps to have only 7 of them total), recent "Shadowrun" and games without permadeath.
4) Sometimes there is map roaming (like earlier "Shining Force" titles) but most of the time it is just straight battle-after-battle sequence with no turning back, no mazes, no hidden treasure chests.
5) The games revolve around big, long sophisticated battles with area-off-effect attacs, elevation differences, covers, different ranges of different weapons, obstacles scattered around the map (chasms, rivers, walls, cliffs etc.), flanking abilities and so on. One battle can last for hours. Most if not all battles are story relevant.
I don't know how anyone can not distinguish between the two fairly different genres...
@HyperDevbox: [Isn't that you?](https://www.indiegogo.com/projects/thermidor-a-tactical-japanese-rpg-by-hyperdevbox)
1. There is Linux support in the beta, and backers help with the testing process on Linux
2. There will maybe hopefully be a Linux port after release if there is the time, resources, etc....
Which is this? If you're at all familiar with the community, we've all been burned before. Thanks for the post here!
Agreed!Thermidor will DEFINITELY be available for Linux. No ifs... (:
It is still a draft, but I would love to hear your comments!
View video on youtube.com