Wednesday, June 26, 2013

Update!

Despite the fact there's still no video, I've been putting in a ton of work! So why is there no video? Because much of the work I've been doing is to overhaul some systems in order to remove some limitations and let me more easily introduce some mechanics. As a consequence, many of the things I'd want to show would need to be shown together... so I will show it all in one big video, which will contain tons and tons of content.

Among the things to look out for:
  • Implemented the overlying goal for the game. You can choose the goal for each session at the start of the game, such as "survive 20 days". The range of goals you can choose changes based on previous game sessions, such that each game session actually unlocks content for future playthroughs.
  • You can now choose your own character at the start of the game. You can now use your own character in combat; you lose the game if he dies. In the future, you will be able to also configure his stats, including traits and starting abilities, based on performance in previous playthroughs and even the finding of specific items or characters... it's a "legacy" system of sorts.
  • Implemented Zoom
  • Complete overhaul of combat; see previous update. There should be a layer of tactical depth to combat now, which I'll refine over time.
  • Tons and tons of improvements to feedback in combat to make it look less clunky. Still a bit of work to be done though.
  • Quadrupled the number of abilities and extended that engine tenfold to allow the range of possible ability behaviors to be significantly more extensible.
  • Fundamentally changing the way icons are added to the game and rendered to make it both perform better (although not really necessary) and trivial to add more content with icons... the previous method relied on each icon being on its own 32x32 file (so I'd need to copy and paste it, change transparency and add to the project for each individual icon... then I'd need to point to them by file name and overall it got really cumbersome). Now they will be on a grid and I just need to specify the coordinate, so adding icons is much less tedious, making adding content that uses icons significantly quicker. You won't see this in action in any video, other than the fact you'll be seeing much more breadth of content as a result!
  • Possibly other things

Monday, June 17, 2013

Wut I'm working on

Since I'm taking so long to make another update, I may as well talk about some of what I've been working on.

As I played along with my game, I've been thinking that the combat leaves something to be desired. Mainly, it didn't have the tactical depth that I envisioned when I was jotting down ideas. So I've been working on changing the way combat works.

As an overview, the new combat mechanics work differently than any other SRPG (strategy RPG) that I've played; the focus is on setting up ability combos, resetting ability cooldowns, and managing troop readiness... almost in the style of a "card game" but with a smaller and more focused set of rules.

There is no longer a "player turn" and an "enemy turn". Instead, all unit activity takes place in turns, and each turn units move according to their relative readiness. Units will be able to act in the turn as long as they have AP left to move, but after a unit performs an action, which includes walking, attacking, using an item/ability or waiting, the next readiest unit will act, and the unit that just moved will go back into a queue. This will keep going until all units either use their AP or choose to wait. In other words, units can act multiple times each round, but each unit's action happens at a different point in that round. Now where this gets interesting is that certain abilities can be used to do things like allow a unit to perform more than one action without making another unit act; for example, the ability "Charge" will allow a unit to walk and then follow that walk with an attack. Otherwise, they'd need to walk to the enemy, then the enemy would get a turn, and the unit would only be able to attack after the enemy gets their chance to act. You will need to time Charge's cooldown to make sure your units act efficiently. Another ability, Quick Stab, will let you attack without ending your turn, so you can use that to attack multiple times. Here is an example of an ability chain that would have an interesting set of effects using this system:

Three of the Ranger's attacks include Quick Shot, Aimed Shot and Followup Shot. Quick Shot takes a small amount of AP and does a small amount of damage, and has a cooldown. However, if an enemy is killed by Quick Shot, the Ranger gets some AP back (the Quick Shot cost plus a bit more), and can attack again. If there are 3 weak enemies, the Ranger can therefore kill each of the 3 in one turn, and get some extra AP to boot. Aimed Shot has a high AP cost, so the extra AP from Quick Shot can be used for an Aimed Shot, which deals lots of damage, and also enables Followup Shot if it kills; this attack lets the Ranger have a free shot that does not end the turn. So if the ranger is surrounded by 4 enemies, it can use 2 quickshots to kill 2 weak ones, an Aimed Shot to kill a big enemy, and then a Followup Shot plus a Quick Shot to kill the medium enemy. This kind of comboing is what I'm experimenting with now.

There will also be a few other tactical rules to play with; some attacks will lower enemy AP, causing them to move later or even miss turns. Abilities can do things like reset your unit turns so you can attack with units that have already acted this turn, opening options for team builds.

By setting up the combat this way, the focus will be on having multiple different abilities and juggling their cooldowns. I think that will be fun for this style of combat, and I have not seen it done before in this type of game.

Setting up this style of combat is less about implementation time and more about tuning and balance... I can end up having a wide variety of abilities, so the brunt of the work will be focused on making these abilities balanced and fun to use in combinations. Will this be too much for me to handle? We'll see. I think it won't, but I think it will be a very fun addition to the game.  

Thursday, June 6, 2013

Finally updated. Woo!



(WARNING: VIDEO IS A BIT LOUD)

Yay, the update is here at last!!

Major additions:
Units now go hunting and foraging
Added Workshop building which crafts leather-based armor and potions (and eventually more stuff)
Added cooldowns to abilities in combat
Added more combat feedback
Added loot to combat; after combat there is a dialog that appears which shows the loot from battle, which is distributed pseudo-randomly among the party. The player can take the loot from the units, at the expense of unit loyalty.

I also fixed a crippling bug that was causing my framerate to drop to dismal levels after playing for a few minutes... mentioning it because I'm super duper happy I fixed that bug (the cause was something really really stupid, as it turns out... but it was kinda hard to figure it out).

Wednesday, May 29, 2013

Back to work!

In case you are checking, I have gotten back to work on Homeland after taking my little break! I have already made some changes and additions, so you should see some updates coming pretty soon.

Monday, May 13, 2013

Where da updates at!?!?!?

If you're checking the blog, you may have noticed that I haven't updated in a bit over a week. No worries, I didn't stop working on the game! I'm just taking a little post-work programming break/vacation for a few days. I'll get back to working on the game once I'm done beating Dark Souls.

Thursday, May 2, 2013

Updates! Selling, Giving, Crafting, Visitor Tax, Edicts, More Items!



Significant changes:

- Can sell items to shops and visitors
- Can give items to units
- Un-broke the economy and showed crafting in the video
- Visitor taxes
- Edicts
- More variety of items gained from units gathering

Friday, April 26, 2013

A little more info about the game

I put up an "About the game" page which can be viewed from the sidebar on the right. This contains info on the game for those want to know a bit more and for those who are too lazy to watch all the videos =D.

For those especially lazy folk, here is the link:

Link

I will also add details on that page about things such as planned short-term features, currently-existing features, and long-term planned features.