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Wednesday, 12 June 2013

Turn-Based Tactic Game First Prototype

I think I've found my new favourite project. I've tons of idea how can I make this into an interesting game. It all started when I first getting my hand dirty on a hex-tile generator and a turn based system to match. It has pretty much spun out of control from there, in a good way. I find myself spending all my free time tinkering with it. So this is the early prototype in all it's glory.

As you can see, I've managed to spend more time on the earlier prototype I was working on. I manage to polish it up a little bit more, and get the AI to work. It's looking pretty decent at this point, according to a very satisfied developer. I won't lie, I'm immensely pleased about it.

However the gameplay is still a bit dry. Basically the player can only move and attack the enemies. There's a hit/miss/critical chance mechanic and that's about it.  There's no synergy between the unit, no unit or tactical ability or special attack, nothing. It will be very interesting to see how I can spice it up. And oh boy, I can't tell you how I looking forward to do just that.

The AI is also very basic this point. Each unit will just look for the nearest hostile target and move to attack it. But with currently limited gameplay, it's quite convincing none the less. If you fancy to give it a go, here's the webplayer (The game is very very basic at this point, you have been warned):

(q and e to rotate the camera, mouse wheel to zoom)

All the asset in this demo are made by myself. Except the explosion effect and the skybox. The explosion effect are part of the standard unity example asset for Shuriken ParticleSystem. The skybox is from AssetStore. The platforms are my latest asset creation, it's actually a tile set for mix and match. The texturing is still a bit under-worked at this point. I'll see if I can do more about it. I'll shed more details about it later.

It's quite unoptimised at this point, at least in graphical term. The tile are individual mesh and they have taken quite a lot of drawcall for some reason, probably due to the shader I'm using. The total drawcall hovers between 100 to 200 in run time after I run the combine mesh script on all the static environment object. It's fairly reasonable for PC I guess but not so much for mobile. Not really sure until I test it out, perhaps it will run just fine. So more thing to work on.

All in all, not bad for a less than a week work, ignoring the fact that all most of the 3D asset was made earlier. Did I say I'm very pleased with it?


  1. Looks good. Unfortunately the Webplayer doesn't work. It just shows an "install Plugin", even after installing it. Any Idea? Would really like to test it out.

    1. Hm... it works just fine for me. Probably it's a browswer issue. Try using an alternative browser.

    2. Will test that out. Used Chrome. By the way, will you do a Turn Based Strategy Toolkit whern your done? Would be an instant buy after working with yiur TDTK.

    3. I will certainly try. But the question is, can I make it as flexible and as feature rich as TDTK? The way I see it, there's no point making a kit if all the user can do is clone the same game with different skin. Something I'm sure most sensible developler will agree to.

    4. Yeah, right. But I really can se you grab a lot from the TDTK, maybe even add the towers to the gameplay and give the vehicles for the turn based game the same choices in weapons n stuff.

    5. It's exactly my thought as well to try to recycle as many established elements as I can from TDTK. Unfortunately under the hood, a turn based system works very different from a real-time TD. So I'm afraid it might not be that straight forward.

      All I can say at this point is we'll see. Trust me, I do wish I can make it.