Battler
Tuesday, June 21, 2016
Your Second Unit!
So the game is becoming a bit more real. I had to make some minor tweaks to the code to make turns work with multiple units. Now you control two units and there will be more to follow. In addition to that you can now control the "strategy" the unit uses. Attack Strong will tell units to hit the character with the most HP they can, Attack Weak hits the character with the lowest HP they can, and Attack Best hits the character they will do the most damage to. You can also see all three of the bottom two tiers of character classes. Soldiers are the base class and can turn into either Mages or Knights. Another big update that isn't really shown in this video is the strongholds. You probably noticed the house and windmill that popped up since the last update. If a unit stays on a house every character in the unit will gain 5 hp each turn and the windmill will give your characters 10 hp per turn. Later in the game you will see strongholds that grant 15 and 20 hp per turn. That is pretty much it. Up next is adding a 3rd player unit and then creating a whole bunch of enemies. It's not the funnest as the unit code is a lot of the same with just changing minor things so it targets the new unit instead of the old. Hope I stay focused and finish up this level fast!
Wednesday, June 8, 2016
Where We Stand With Battler
This game is for me. I never see it taking off, making money, or even gaining some sort of small following. That being said if there is someone else out there who is looking for squad based stratagy/tactical game hopefully this will get finished and put a drop of satisfaction in an empty space of your gamer gut. I have played with the ideas for this game for a long time and eventually I started making mock ups, little style frames of what the game could look like. I originally went with a black, white color look with red or blue being used on units depending what team they were on. I eventually switched to a gameboy look and was very happy with it:
I tried a few different coding programs, having only a very faint distant past with coding. I even started working on a simpler game to test different programs. Eventually I said screw it and dove in on the game I wanted to make and here is where I stand now:
Let me explain the gameplay. It is turn based grid movement, one team goes then the other. When two units end up on the same space they battle. In a battle you see all three characters in a squad or unit. Based on their weapon they do an attack, swords, axes, and spears hit the front row and once they have killed everyone in the front move to the back, while spells do the opposite. Weapons have a sort of rock, paper, scissors mechanic where they are extra strong against one weapon type, extra weak against another and ok against the remaining two. Loser is whoever did the least damage or if your unit is completely killed. When a unit loses it is bounced back a square. Since this capture I have gone even further. I have added a "tactic" button when you click on a friendly unit allowing you to choose "attack strong", "attack weak", or "attack best". This tells your characters to either go for the available person with the most health, least health, or the person they would do the most damage to. That is where I am at now. I am about to start adding more units soon and that is exciting, however I am very torn as to if I want to add equipment to the game or not. I think it would extend the development process significantly but really up the customization factor. Here are some recent screen grabs:
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