Legion

For more than a year I have come back to my roots of making online games with Phaser, and am proud to share with you my latest game, Legion! Legion is a tactical, turn-based RPG in which you can assemble and grow a team of 3 to 6 heroes to…
For more than a year I have come back to my roots of making online games with Phaser, and am proud to share with you my latest game, Legion! Legion is a tactical, turn-based RPG in which you can assemble and grow a team of 3 to 6 heroes to…
Jerome did a great job introducing the chunking script and then explaining how to implement it in his article. Since then, Phaser’s API has evolved significantly enough to warrant an update. All the code for this update can be found on github. In this article I’ll cover what is…
The main topics of this first dev log of the year are: going open source, new server and new camera controls! Going open source After more than two years of work, I have decided to open source Westward! I will keep actively developing the game, but I thought a change…
This update introduces abilities to the game, finally making experience and class levels useful! Click here to play the demo and discover the changes discussed in this post. Abilities In Westward, each player is multi-classes; everyone can progress simultaneously in the 4 classes of the game (soldier, merchant, craftsman and…
Starting from this update, the game world is now split into multiple regions. Within each region, several missions are made available depending on the situation in the region, which have to be tackled collectively by the players. Click here to play the demo and discover the changes discussed in this…
In this update the “enemy civilization” makes its big comeback, introducing a basic version of the main gameplay pillar of Westward and creating a new adversarial goal. Click here to play the demo and discover the changes discussed in this post. The enemy civilization If you have been following the…
As you may have noticed, the June dev log was skipped due to excess of sunshine. This doesn’t mean that development has stopped during that time, it merely slowed down. In addition, a lot of the work didn’t result in visible changes, so overall it didn’t feel super useful to…
The title of today’s dev log is not an attempt on my part to subtly communicate that I’m overworked and in need of more Patreon donations (although they are always welcome). It actually references two new mechanics in the game, pertaining to rest and food, respectively. More below! Click here…
The improvements since last time have focused on making the different buildings more functional and pretty. Here is the breakdown below! Click here to play the demo and discover the changes discussed in this post. A functional economy It’s been a while since the economy of the game hasn’t worked…
Most of the work since last time has focused on revamping a bit the world map and adding functionalities to it. In addition, the environment and the possible interactions with it have improved a bit. Read all about it below! Click here to play the demo and discover the changes…