Author Topic: Blocksquad  (Read 3750 times)

im making a strategy game. it'll be like xcom. 1v1, players take turns moving units around and attacking, trying to capture the center point. orientation is key and facing units the right way blah blah im too lazy to write the rest

forget it. this is what i have so far. i have to work on the turn system, code unit classes and actions, rounds, and customization of units.








« Last Edit: July 24, 2017, 05:48:59 AM by PhantOS »

the unit planning i have so far


gunslinger
moves somewhat fast, 3hp, can move and attack in same turn. dual wield allows two shots, with greater chance of hit at close range, 1 damage each shot. needs to reload frequently. special can reload both guns entirely and shoot, but cannot move, and shots have less accuracy

bowman
moves fast, 4 hp, can move and attack in same turn. bow never needs to reload, has high accuracy, 1 damage. special charge shot, 100% accuracy, 3 damage, hits an enemy that hasn't moved since last turn, requires a whole turn to charge up.

beserker
moves really fast, 6 hp, can move and attack in same turn. melee weapon can only hurt players in close range, 2 damage. special, can hunker down, taking 1 less damage from all sources

spearman
slow moving, 4hp, can't move and attack in same turn. spear does 2 damage. reloads every 2 shots. special, can shoot an arc spear that blows enemies out of cover, does 2 damage.

add a melee unit
make a unit specifically for defence
make a engineer unit that can make buildings n stuff
« Last Edit: July 22, 2017, 06:07:49 PM by Potatoh »

add a melee unit

beserker
moves really fast, 6 hp, can move and attack in same turn. melee weapon can only hurt players in close range, 2 damage. special, can hunker down, taking 1 less damage from all sources

i feel like a valkyria chronicles style approach would work better, if you know what that is. basically you get a certain amount of "command points" per turn and you select units to take FP control of (with different units taking different amount of points), then manually aim and stuff. while you walk around enemies can fire back if you're in their LOS

xcom would be cool too but then you gotta deal with actually-decent hitboxes getting in the way of your shots, making it more difficult to give accurate hit percentages

Looks wicked cool. Though do like Conan's suggestion about cp and differing units and unit costs.

the current movement system i have implemented uses nodes. each node is a maximum of 5 tu away from the player, and during a whole turn, you can place 3 nodes one after another. at the end of the turn, the unit will move along those nodes until it reaches the end. if it's movement is 3, it can move 3 nodes, totalling 15 tu. if the movement is 4, it can move 20 tu, etc.

as for hit percentages and rng, i'm going to use the default getrandom() function to generate a hit or miss. if the shot is a hit, the projectile will travel in a straight line towards the enemy's worldboxcenter. if it's a miss, it will take a completely random direction along a cone, preferably outside the enemy hitbox. if at all the projectile does hit the mark for any reason, the projectile will simply pass through it (i'll just delete it and spawn another projectile behind it on the same vector) and it will register as a miss. this way it will be entirely consistent on a percentage input.

unlike xcom, damage won't be random, as that's bullstuff. instead, things like height advantage (being a certain height above the enemy) and flanking (shooting the enemy from the sides or behind) will confer additional damage, prompting emphasis on unit position and angle

make a engineer unit that can make buildings n stuff
until the game is finished, tested and balanced, i wont be adding any new units
« Last Edit: July 22, 2017, 09:46:12 PM by PhantOS »

you plan on making this support custom maps

unlike xcom, damage won't be random, as that's bullstuff. instead, things like height advantage (being a certain height above the enemy) and flanking (shooting the enemy from the sides or behind) will confer additional damage, prompting emphasis on unit position and angle
in final fantasy tactics, flanking also affected accuracy. could factor that in maybe.

you plan on making this support custom maps
yes. all objective/scene related bullstuff like ladders, capture points, explosives etc. are just named bricks that the gamemode reads

in final fantasy tactics, flanking also affected accuracy. could factor that in maybe.
yeah i'm considering whether flanking/height advantage should improve accuracy or damage. balance-wise, improving your chances of getting a hit is more important than dealing more damage, so i might do that

im also considering adding destructible cover/objects/parts of the map so you can actually destroy enemy's cover and force them to move

progress [big file]



now would also be a good time to ask if there's a callback function for when a bot reaches a move destination

Looks great so far! I've been wanting to see something like this in BL for ages. I'm very happy to see someone tackle the concept.

get a gui for the client so things are more pleasant for the user

there will be no client. i don't do client sided stuff because it requires people to download extra files and it's really a hastle. everything will be server sided

i'm aiming for a simplistic approach. all information and user-friendly stuff can be handled with centerprint, bottomprint, chat messages and shapenames alone
« Last Edit: July 24, 2017, 05:21:18 AM by PhantOS »