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Sunday, 23 June 2013

Turn-Based Tactic Game Update#3

It's has been a fairly productive week. However there's nothing much to be shown. From the end user point at least (so no webplayer update this week, sorry). Thing is continue from the work I've done last week for the unit ability, I've been focusing on getting a full on customisable unit ability system working. That I'm afraid has killed many many millions of my brain cell and taken many many hours of my time in the week. But the consolation is I manage to get it working to some extent. It's not fully done but it's almost there. Just many fine details left that need sorting out. In some way, it works more or less like the ability/perk system in TDTK. However it's a lot more complicated because of the nature of the turn-based tile mechanic. The abilities can be very different from one to another. ie. some need targeting, some don't, some direct at the unit, some direct at the tile, some shoot, some don't, aoe and what not. In short, it's a bit of a nightmare. It just shows that I still have much to learn.

I've also improve the tile editing by a great deal. By adding in the facility to directly edit the tile using scene view. Basically the same thing every other tile-based editing tool use. The editor now allow changing the state of individual tile, as well as placement of unit and collectible item on the map. Following video shows just that.

Speaking of which, a small addition to the gameplay, there's now collectible on the map. These collectible would grant various bonus/buff/debuff when triggered. I haven't got the chance to really make a few examples yet but it's there. For now, there's just a basic one which heal the triggering unit.

Finally, a unit selection screen has also been added. Like every other addition this week. It's unpolished yet, just functional. For that reason, I'm not going to show it. But perhaps you can see where the base game is going at this point. So you get to select the units that you want and take them to battle. You have a limited budget so you cant take too many units. You earn points for your unit selection for the next battle and so on. I'm still working on the aspect of persistent unit through out battle. Basically very generic system like every other game. I can only say this is the case for the time being.

I guess most of this week progress are good for the project if I want to make a toolkit out of it. Something I have in mind if I'm honest. But frankly it's a bit of a chore compare to to some other thing I have in mind. I can only hope I can quickly get it done and move on.

Oh yes, just for research purpose, I've got myself king's bounty. I'm going to play it for a bit and try to get some inspiration. Let's hope I'm not going to get myself hooked.

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