Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: jsj795 on June 04, 2012, 04:36:33 am

Title: [Contest] TI Siege
Post by: jsj795 on June 04, 2012, 04:36:33 am
Hi guys, I'm working on this turn based strategy game, for z80 BASIC contest.

It will feature 4 different types of units that you can make/move/attack with on a 4x12 sized open map.

The gameplay is relatively simple and fast: destroy opponent's base.

Eye candy should be up shortly :P
Title: Re: [Contest] TI Siege
Post by: Nick on June 04, 2012, 04:54:03 am
i love eye candies :)

wow, it might look simple, but it's hard to program i guess.. will the opponent attack you too, or just make itself defend?
it's gonna be nice if it'll run as you say, those games are cool :)

but isn't 4*12 a little small, or will the player be on the left side and the AI on the right?
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 04, 2012, 05:13:13 am
i love eye candies :)

wow, it might look simple, but it's hard to program i guess.. will the opponent attack you too, or just make itself defend?
it's gonna be nice if it'll run as you say, those games are cool :)

but isn't 4*12 a little small, or will the player be on the left side and the AI on the right?

Opponent will attack for sure :)
And player is going to be on the left and AI on the right, and actually the map is 4*14, but the leftmost tiles are your base and rightmost tiles are AI's base.

Resource-wise, there isn't much in this game, and currently you start out with 10 gold and you gain 3 gold each turn, and units cost between 4~10 gold. Each game should not last more than 10 minutes, so it's pretty short also.
It's like overly simplified chess, in a sense.

4 types of units are:
► Infantry
} Archer
Σ Cavalry
≥ Loaded catapult
> Unloaded catapult
Title: Re: [Contest] TI Siege
Post by: Nick on June 04, 2012, 05:47:27 am
nice :) i like it how you make use of the characters, with a bit of imagination they're chosen really good!

and it seems like you already coded if in understand correctly?

hmm, but i would start with a little more money, you can only buy 2 of the cheapest (prob infantery) units for that.. but you choose
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 04, 2012, 05:49:33 am
I'm in the middle of coding right now :P And the cost of the unit and the starting gold, as well as gold you earn per turn is not yet set in stone, since I would have to balance it out after playtesting it through many times.
Title: Re: [Contest] TI Siege
Post by: Yeong on June 04, 2012, 08:13:36 am
if it's like advance war, I'll have to think of something else again D:
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 04, 2012, 08:59:36 am
if it's like advance war, I'll have to think of something else again D:

if it's not BASIC, then you should just go with it!
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 04, 2012, 10:48:42 am
So far I got these as stats for units. They're so hard to balance :(

Spoiler For Spoiler:
Map is 4(height)x12(length).

You start out with 25 gold. You gain 3 golds per turn. When your unit is on enemy's land (4x4 area), each unit gives +1 gold per turn.

Archer
Movement 2
Range 3
HP 3
Damage 1
Cost 9

Infantry
Movement 2
Range 1
HP 5
Damage 2
Cost 13
(note: infantry can only move forward or sideways; no backward movement)
(note: infantry can only attack forward and forward diagonal)

Cavalry
Movement 3
Range 1
HP 4
Damage 2
Cost 16
(note: cavalry can attack sideways units, that is, right above or under cavalry's position)

Catapult
Movement 1
Range 3~5
HP 4
Damage 3
Cost 20
Reload 2 gold
(note: catapult takes a turn to reload, and it costs 2 gold. you cannot attack on the turn you reloaded, vise versa)
Title: Re: [Contest] TI Siege
Post by: turiqwalrus on June 04, 2012, 01:36:32 pm
hm... I'd say make the catapult a bit more powerful/give it a bit more HP, and then drive the cost up a bit
otherwise, it looks pretty balanced.

EDIT: maybe give the catapult a chance to miss the intended block or cause collateral damage?
Title: Re: [Contest] TI Siege
Post by: squidgetx on June 04, 2012, 03:06:54 pm
Good luck, I love adv-wars types of games. I got really sad when SirCmpwn never finished TI wars...
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 04, 2012, 07:09:01 pm
hm... I'd say make the catapult a bit more powerful/give it a bit more HP, and then drive the cost up a bit
otherwise, it looks pretty balanced.

EDIT: maybe give the catapult a chance to miss the intended block or cause collateral damage?

Yeah actually I'm thinking of raising the damage of catapult to 4, it was 3 before because the highest HP a unit could have was only 3 before I buffed the overall HP. And raise its HP to 5.

Only problem I see if I buff the catapult is that it might result in a catapult war :(
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 04, 2012, 09:55:22 pm
Alright! Here is a promised eye candy :)

(http://img.removedfromgame.com/imgs/TI%20SIEGE%20MOCKUP%20HUD1.gif)

I still have some things to straighten out, like actually being able to select the units to move/attack, make new units, few changes to the HUD to make it better, etc.
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 05, 2012, 06:29:32 am
Triple post with big update:

(http://img.removedfromgame.com/imgs/TI%20SIEGE%20060512%20update%201.gif)

Unit-making is ready, with improved HUD.
Next up is actual unit movements and attacks.
Title: Re: [Contest] TI Siege
Post by: MGOS on June 05, 2012, 06:49:13 am
Wow, this looks amazing so far. Incredible what you can do with just TI-Basic. Good Luck!
Title: Re: [Contest] TI Siege
Post by: Nick on June 05, 2012, 07:04:25 am
great, looks good indeed. and indeed, the map should me big enough for this game, if you see it in action now :)

i like the layout and the way you display info at the same time (in most games, going to the menu clears the screen and you have to switch back an forth, but now it's all on one screen)
Title: Re: [Contest] TI Siege
Post by: turiqwalrus on June 05, 2012, 08:40:00 am
hm... I'd say make the catapult a bit more powerful/give it a bit more HP, and then drive the cost up a bit
otherwise, it looks pretty balanced.

EDIT: maybe give the catapult a chance to miss the intended block or cause collateral damage?

Yeah actually I'm thinking of raising the damage of catapult to 4, it was 3 before because the highest HP a unit could have was only 3 before I buffed the overall HP. And raise its HP to 5.

Only problem I see if I buff the catapult is that it might result in a catapult war :(
it should be fine if you raise the cost enough
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 05, 2012, 08:44:27 am
yeah it's mostly about balancing, which is quite hard at this stage.
Title: Re: [Contest] TI Siege
Post by: stevon8ter on June 05, 2012, 11:36:02 am
Wow, looke really nice
Title: Re: [Contest] TI Siege
Post by: TIfanx1999 on June 06, 2012, 12:44:45 am
Very nice usage of the split screen mode. I really like that. It makes it unique as very few projects utilize it, and it works quite well with this type of game. =)
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 07, 2012, 02:30:23 am
Alright, new update!
Now the unit movement, attacks, damage calculations, they all work, and also ending a turn works!

(http://img.removedfromgame.com/imgs/TI%20SIEGE%20060712%20update%202.gif)

If you see it to the end, you'll see that the archer changes from archer to infantry when it makes a successful attack. It's already fixed, but I was too lazy to make another screenshot :P

Stuff I need to do now:
-Main menu with the ability to load the game
-Saving the game
-Checking the bases' HP and telling the player if he won or lost
-Most importantly, AI

First 3 should be really easy, I'm just afraid of how I'm going to do AI. It'll be a major PITA for a decent AI (since this is very much like chess or advance war). Hopefully I can make one that's decent without being too slow...
Title: Re: [Contest] TI Siege
Post by: jsj795 on June 11, 2012, 02:42:08 am
Made my main menu screen, with vertical text sprites :)

Sits at just under 800 bytes, I'm sure I can optimize it even more by changing some of the characters, but eh, nbd :P

(http://img.removedfromgame.com/imgs/TI%20SIEGE%20MAIN%20MENU%20061112%20update%203.gif)

Only drawback to this is that any MP OSes would need to run a small asm program (specifically asm program with this hex: FDCB058EC9)
because of the flag that deletes the bottom row in the text routine.

Next up is making AI, and this should be complete :D (but then AI will take a while to make... so hopefully I'll be finished before due date x.x)

After the contest, I'll probably implement 2 player mode, either via link cable with asm program help or 2 player on 1 calc mode :)

Edit: So far, the code takes up 10348 bytes, that's without any AI or implementing win condition. Win condition should be easy, but hopefully AI fits in another 10k bytes x.x
Title: Re: [Contest] TI Siege
Post by: Nick on June 11, 2012, 04:05:00 am
wow, that'll be a big program ö but i like the menu screen :)
and it's great how you use the spilt screen mode, it works out really fine