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Dead Harem

A topic by Draakhex created Mar 13, 2018 Views: 95 Replies: 2
Viewing posts 1 to 3
(Edited 1 time)


I have recently started my third project: Dead Harem.
It is a 2D Top-Down Role Playing Game being made in Unity3D.


The story revolves around Chrome, a young but promising wizard who one day finds a grimoire... Its contents change his life forever:
Most of it are about the art of Necromancy, ranging from basic spells to small lists of undead and their characteristics.
All beginner level stuff, as if someone had left it there on purpose for him and... That is exactly what happened.
At the end, he finds out that he is part of an infamous necromancer clan, a clan that is supposed to have been long gone, or so you read in your studies.

The more you read and study the grimoire, the more you fall in love with the art of Necromancy, fast-forward to three years later, you are now a full fledged Necromancer.

In those three years you have made up dreams and set up goals, and to realize them you have decided to become an adventurer, in hope to increase your knowledge about Necromancy even further and maybe find out more about your clan, of which you are the sole survivor (or so you think).

Update (13th March 2018)

Most of the stuff I have done are core and basic features like a movement system and basic interaction with objects, since I have just started.
However, among those I have made stuff which is worth showing off (at least I think so!):

Doors (Area masking):

Doors serve as a way to "Mask" the area they lead to.

Similar to the Fog of War which will be used when an area does not offer optimal lighting conditions (unless you find a way to see in the dark, you ARE a wizard, after all...), doors will completely mask an area UNTIL you open them.
In dangerous places such as dungeons, you will never know if you will find a treasure, an exit or a group of hungry monsters ready to assault you.

Battle system (Work in Progress)
The battle system is still pretty raw... No animations, sounds and not even all the planned features, it has just enough to get from beginning to ending, either in victory or death.

The battles will be pretty strategic, similar to what you would find in Fire Emblem or Dungeon&Dragons, you (and your enemies) roll the initiative to be placed in the turn order and then proceed to move:

There are currently only two types of movement: Free movement and Normal movement.

The normal movement shown above will let you walk at your normal speed but if you attempt to do that while near an enemy, they will try to attack you.
The free movement, in the other hand, will only let you move by a step but enemies will not get the chance to attack you, even if they are close.

In future there will be more types of movement, such as running, flying or fleeing (enemies can do the latter one already, rats rarely fight after all).

Once you have done your movement, you will be able to attack in various ways (No spells yet!):

You can even use the bolts as improvised weapons to stab or slash enemies as if you were wearing a real dagger, with some disadvantages of course, since bolts were not made to be daggers after all.

Each enemy will have their own "Controller", so rats will behave differently in a fight compared to a bandit, for instance.
Rats tend to always flee when possible, unless they are really hungry, enough to gamble their own life for a meal.

Those rats really ate me up during this fight though...

In future, as more features will be added, rats will also charge and try to flank with the aid of allied enemies.

That is all for today's update!
Thanks for reading so far, let me hear your opinions or even suggestions regarding what you have seen so far.

You can also follow this (and other projects of mine) in my Official website.

Update (11th April 2018)

During this month I have added some core features, nothing too exciting yet.

We'll start with the character sheet,  it contains everything about your character: your background, your skills, your inventory, and so on.
While it is currently incomplete because it lacks various categories, such as the spell book, I will give an overview of what I have added so far:


In this category of the character sheet you will be able to view "Plot" related information about Chrome.

Most of them such as your name or your race will never change, however, things like age, the background or obviously your level will change overtime as you play.
To give an example: The first part of the game is a small introduction that tries to serve as a tutorial to show the various features of the game, the real adventure begins three years later... This means that Chrome's age will update from 18 to 21.

Currently the background category has a lot of empty space and the layout feels a bit random, this is because I still have not added everything, things like: titles, deity prayed, alignment are still missing.


As the name implies, this category will contain all your character's statistics, it is probably one of the most important categories and one that you will be keeping track of often, as those statistics will change as you level up, wear items, etc. and display potential weaknesses or things you need to improve before engaging in dangerous fights.

This is also the least complete category so far, hence the big empty space, things like resistances or traits are not yet a thing, while some things such as Flat-footed and Touch Armour Classes are added but not yet displayed among the statistics.


This is a list of all the skills that Chrome has.
Every time you level up, you will have the chance to increase the grade of whatever skill you own, which in turn will make you better at that particular skill.
During the game you may have the chance to acquire new skills (such as Performing).
Most of those skills will be used passively, for instance, Concentration will be automatically used should you attempt to cast a spell when you are within the enemy's reach. Other skills, such as Appraise will be used manually to know how valuable an item is.

While not all skills can be used yet (some do not even have a description yet) and the languages section is just a placeholder, this category is otherwise complete as it serves the sole purpose to keep track of all the skills you know.


The journal contains all the quests you are currently doing and also a list of completed quests.
As you complete objectives, they will be marked and the description of the quest will also get updated to display the extra information you have acquired.

Once a quest has been completed positively or negatively, it will be moved to the completed section and you will get rewarded depending on its challenge rating, Chrome's level and number of party members that have participated.

This is also one of the categories that is pretty much complete, I may change the buttons' graphics in future and maybe display the challenge rating or at least the mission's rank (F, D, etc.)


The Inventory is another of the most complete categories I have done so far.
It contains various sections (I may add more in future, maybe a "Key items" section?) and each stores a certain type of item.
Left clicking an item displays its details, whereas right clicking equips or uses the item (with the exception of the misc items that cannot be used or wore). From within the inventory you will be also able to appraise or drop an item.

Upon reaching the max carrying capacity, your character will not be able to move anymore, this means that you will have to mind how much you are carrying. I have preferred this typology of inventory rather than a grid type of inventory as it will be easier to expand your carrying capacity should you find a way to increase your strength (either by leveling up or using magic).


After adding items and an inventory with a max carrying capacity, I decided that the most obvious update that should follow up was containers, as a way to store your items or take them (the game starts up as you just woke up, who sleeps carrying a crossbow?)

Each container has a certain carrying capacity, a desk has less space than a wardrobe, for instance.
You can view the item's stats directly from the container by left clicking or deposit/withdraw them by right clicking.

Here is an animated image showing how it works so far:

Thanks for reading so far!

Update (25th April 2018)

I started adding some story in the game, it will be told through dialogues boxes just like in most 2D RPGs.

The dialogue is currently structured in three parts:
The character speaking: It has white text with its respective portrait.
Narration: It has yellow text and describes actions or events in third person.
Skill checks: Green text showing the CD to motivate an action (example: spotting an enemy).

I have also three spells: Detect Magic, Acid Splash and Mage Armor.

Detect Magic

Detect Magic  is a 0th tier spells that allows you to see auras of magical creatures or things.
The color of an aura tells you the school of magic (a necromantic artifact would have a black aura, a typical wizard would have an universal blue aura);
The strength of an aura tells you the power of that object or creature, notice how Chrome's aura is weaker compared to the artifacts I stored in his desk and wardrobe for testing purposes.

Acid Splash

Acid Splash is an offensive 0th tier spell that casts an orb of acid and as soon as it hits something, it disappears dealing 1d3 of Acid Damage.
Not really useful compared to your weapons, its only advantage is that it ignores an enemy's armor protection.

Mage Armor

Mage Armor is a 1st tier spell that increases your armor class by 4, considering how long it lasts (1 hour per level), you will probably be using it way before a fight begins.

This is all for now!
As always, I would be very happy to hear your opinions, ideas or questions, so stay tuned for the next update!