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Sunday, 30 June 2013

Turn-Based Tactic Game Update#4

A rather disappointing week I'm afraid. I haven't done as much as I hope for. So I'm going to say up front, no webplayer update this week, again.

Now we get that out of the way, I can talk about what have been done this week for the project. The notable things that I've been working on is the addition of different turn-based mechanic. So there are 4 different modes that will be supported. They are:

  • FactionBased - Each faction takes turn to move all unit in control. The All unit can be moved within the round. example: x-com, civilization
  • FactionBasedSingleUnit - Each faction takes turn to move. Only one unit can be moved within the turn. example: worms series
  • UnitBasedRoundCap - Each unit take turn to move regardless of the faction. The unit with the highest speed get to move first. Each unit get to move only once per round. example: king's bounty
  • UnitBasedNoCap - Each unit take turn to move regardless of the faction. The unit with the higest speed get to move first. There are no round in this mode. Unit with much higher speed will get to move much more than slower unit. It's semi-realtime-ish.

Sorry for the lack of example, I guess my lacking of experience in turn-based tactic game shows there. I hope my explanation makes up for it. If not, just wait for the webplayer demo. Reading that, you might have probably learn by now that there are facility for multiple faction. However I must say there are no plan for multiplayer just yet. But multiple AI faction is certainly an option now. 

And that's that for this week. Thanks for reading!

No just kidding, apart from the multi-faction and addition of turn mode, the persistent unit system has been done as well. User will have the option to use persistent player unit or preset unit for each scene. Say in a campaign where player will be able to bring their unit to the next level, exception can be done to certain level that a set of pre-determined unit will be used. There are option to tweak the rules for unit's ap as well. To use it for movement/attack or not and so on. So all in all, there are plenty of option that can change the mechanic of the game. Which is nice to experiment on different game design, and of course, this is shaping up to be a pretty decent framework.

Finally, I've also added in game action cam. Something like those action cam in x-com. It's pretty cool I think. But it still need quite a bit of work to be honest.

The good news is, I'll have more time to work on this project this week. So hopefully I've go more to show next week.

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