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Sentinels of Freedom

Created by Underbite Games

A digital turn-based strategy game inspired by the Sentinel Comics RPG. Create your hero. Build your team. Save the world.

Latest Updates from Our Project:

Friendly reminder for content collaborators
about 7 years ago – Wed, Apr 17, 2019 at 01:23:19 PM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Heads Down
about 7 years ago – Sun, Apr 07, 2019 at 01:53:27 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Holiday Update
over 7 years ago – Thu, Jan 03, 2019 at 10:00:38 PM

Hope everyone had a great holiday! Our team took a much needed break to recharge and spend some time with family. We are back to work and wanted share an update.  

Design

Super excited that all main levels are "white boxed" and playable (White boxing is a method of using simpler 3D to represent final assets. These simpler assets allow us to more quickly iterate on design). We will be sharing more on white boxing in the next update. Currently we are finalizing options and abilities for custom heroes! 

Art

Level art for all the missions are nearly complete. We are doing a second pass now that white boxing is done to see what additional models are needed. Custom hero art is moving forward now too.

Most character are fully rigged (bones that allow for animation) and we are working on all the different animation sets for different attack\weapon types such as "hand to hand", "melee weapon single handed", and "large rifle". 

Another exciting art development is the pipeline for custom hero costume swapping and coloring has been completed. As we finalize art, we will post more on these. 

Development

Sentinels is now fully playable with the full "game loop" all functional including the hero base or plaza along with hero selection and path choices for longer missions. Developers are also working on some additional abilities that the crazy designers came up with to really expand what heroes can do for action. 

 We are planning another update very soon showing some level design!

Bad Guys Doing Good Things
over 7 years ago – Mon, Nov 19, 2018 at 10:36:34 PM

We are very excited about the current progress of Sentinels of Freedom. We will be hitting our goal of "feature complete" within a couple weeks of the target and managed to even expand some of the features along along the way - most of which we will be highlighting in future updates.  

One of these enhanced features is how enemies form and act in large numbers - fixing an issue in some past games. Turn-based games often struggle between balancing the number of active characters and the wait time of a turn. The more enemies, the longer a player has to wait. However, fighting through hordes of enemies can be quite satisfying!

In Sentinels of Freedom, enemies start a round by forming a squad with other enemies. The enemy forming the squad acts as the leader who chooses targets and type of actions that squad will perform. All units then move at the same time to get in range of their chosen actions (if possible). Each unit who is in range performs their action. Finally the leader then directs the next set of actions including re-positioning to get cover or even another attack!  

While still a work in progress, the clip shows a group of 5 enemies working together to put the hurt on Tachyon. Even in this test, you can see how efficient turns can be in Sentinels of Freedom. Next steps for squads will include more visual feedback and smoothing out the transitions.  

With the final features going in, we can really start to show some of the features of the game. Looking forward to sharing with you all!

Enemy Squads
Enemy Squads

Progress Update
over 7 years ago – Thu, Oct 04, 2018 at 01:30:24 AM

It has been a busy month+ with our studio pushing towards the next major build of the game.  Mid November is our deadline for a "feature complete" build of the game.  This means that everything that is going to be in the game (code wise) will be.  This build may look ugly from the outside but internally is a huge milestone.  We can also share with full confidence more details on the game - and we have some pretty cool new features to share!

After the "feature complete" is a series of milestones to refine each of the major features\systems as we approach a full build.

On the art side of things, we moving along very well with about 3/4 of our environments complete and 2/3 of all the characters complete.

For design, we are heavily focusing on making the levels very unique with multiple objectives (and objective types), environmental hazards, and large enemy pool.  Personally, this is one of the most exciting parts of the game!

Lastly, there are still "user designs" coming in but we will be compiling what we have and discuss that more in the next post - which should be sooner then a month :)