Author Topic: turn based strategy stuff ive been working on because mini empires sucks balls  (Read 6516 times)

after playing xotichicticls poorly done tabletop monster slaying simulator i crafted this when someone told me that if i didnt like it i can do better

introducing turn rpg




ive simplified turn based further into what is basically a unit creator where you can:
fight monsters
create characters
quest*
roleplay*
explore*
earn experience*

*you cant do this**

**maybe in the future
« Last Edit: August 09, 2017, 11:16:47 PM by DestroyerOfBlocks »

I had a good game, Gyt and I managed to kill them all.




the canonical appearance of fish revealed

woah......................... ..

when will you make tournaments based strategy

tourna based strategy

so uhhh
when is turn rpg going to be out

so uhhh
when is turn rpg going to be out
   its "out" in that its playable and ive been hosting it but if you want any kind of dedicated campaign story from me youll have to wait. actually figuring out how strong the bots in each encounter are is a pain in the ass since i'm using rudimentary behavior guidelines for every bot. these have to be comprehensively defined and have stats balanced around them which is a bit of a bitch to calculate. not having the behavior stuff means hyperefficient killing machine bots that just slaughter the players if they have an inch of an advantage over them. the goal is to keep the bots a bit dumber than the players so the players are able to beat them with superior tactics instead of brute force. swinging too far in favor of the players or the bots means the game is piss easy or blatantly impossible and is unfortunately easy to do since a lot of the game is just mashing numbers together and seeing which one is higher.

   then i've got to consider if adding xp is actually worth it since a lot of people are expecting it but having to continually relevel all the bots for each encounter will be a loving balance disaster. giving everyone in the party stat growth based on where they are in the campaign won't fix anything either since the game and maps break as now you have stuff like forgeters with like 10 move and speedy being impossible to kill unless the bots become equally gamebreaking. you could argue that just increasing the stats or both is an easy fix but the calculations for movement and stuff become absurd. the amount of times players will forget up with their ghost brick and want to reposition their guy will increase substantially and become harder to fix.

so yeah that stuffll take a while if it it ever comes out
« Last Edit: August 13, 2017, 03:43:36 AM by DestroyerOfBlocks »

then you have to consider whether or not the lore is trash

spoiler alert: it probably is

then you have to consider whether or not the lore is trash

spoiler alert: it probably is

a better way to handle speed movement upgrades is to have terrain types and instead define movement speed over different types of terrain. eg flying creatures can move over everything using only one move point, while soldiers have trouble going through mountains and swamps and deserts, while skirmishers can move through all three slightly faster, etc

take pointers from battle for wesnoth and advance wars and other turn based games out there

i hold the belief that anything above the simplest subtraction would terrify everyone into leaving the server
« Last Edit: August 16, 2017, 06:30:02 AM by DestroyerOfBlocks »

you thinks advance wars is too rng based despite the fact that there's no rng involved

you thinks advance wars is too rng based despite the fact that there's no rng involved
http://advancewars.wikia.com/wiki/Luck

and that isn't even my main problem with it