Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Raylin on April 14, 2010, 02:09:11 pm

Title: ARMY Gameplay Mechanics
Post by: Raylin on April 14, 2010, 02:09:11 pm
The battles play out like this:


This is just the gameplay for battles.
Sooner or later, I will put the gameplay for Searching the Wasteland and Calling in Reinforcements.
Title: Re: Gameplay Mechanics
Post by: DJ Omnimaga on April 14, 2010, 02:22:12 pm
nice, I like the tactic idea. I guess the game in overall will be a bit like this, right?


As for enemy staying dead, do you mean a dead sprite will remain there and that the enemy won't dissapear?
Title: Re: Gameplay Mechanics
Post by: Raylin on April 14, 2010, 02:24:52 pm
As for enemy staying dead, do you mean a dead sprite will remain there and that the enemy won't dissapear?

No.
I mean that, when your opponent kills your unit, that unit is dead.
Even after the battle is over.
No revivals.

Permadeath FTW.

EDIT: I am also thinking about making the sprite smaller (6x6, maybe?). I will need to animate these things on top of fitting 100 units on the screen at once.
Title: Re: Gameplay Mechanics
Post by: DJ Omnimaga on April 14, 2010, 02:31:26 pm
AAaah ok I see, thanks for the info :)
Title: Re: Gameplay Mechanics
Post by: Raylin on April 14, 2010, 02:34:06 pm
I dunno why permadeath was sticking with me this time.
Usually, I'm all for the reviving thing...

But, spending funds on more units seemed for feasible for an RTS.

:D
Title: Re: Gameplay Mechanics
Post by: DJ Omnimaga on April 14, 2010, 02:39:24 pm
Well it's a good concept actually. Most strategy games also work this way. In Starcraft, when one of your unit die, it's gone forever. In Warcraft III, hero-based units can be revived, tho.
Title: Re: Gameplay Mechanics
Post by: jsj795 on April 14, 2010, 06:43:49 pm
I think for most of the war based games, the units are permadeath. As long as the unit is not some kind of hero...
Btw, can the units move? If they can, then is it going to be tile-based? How big the battlefield will be?
Is there going to be maximum units you can deploy?
Sorry for all these questions, I know it's a bit early in development stage, but I'm really interested in how this will turn up :)
My favorite games are usually these kind of tactical war games, RTS, etc.
Title: Re: Gameplay Mechanics
Post by: Raylin on April 14, 2010, 07:11:26 pm
The units will be able to move... but in the far future.
I'm just trying to get the gameplay engine down.
It will not be tile-based when they do.
The battlefield will be the entirety of the calc screen until I put movement in.
The maximum units you can deploy is 50. (The calc can only take so much abuse.)

Hope that answered everything...
:)
Title: Re: Gameplay Mechanics
Post by: jsj795 on April 14, 2010, 07:47:22 pm
Thanks^^ That answered all of my questions.
Good luck with ARMY. It seems very promising :D
Title: Re: Gameplay Mechanics
Post by: meishe91 on April 14, 2010, 08:40:54 pm
This seems very cool :)
Title: Re: Gameplay Mechanics
Post by: DJ Omnimaga on April 14, 2010, 11:25:55 pm
Nice, I wonder how fast it will run at the end. If you use Axe or assembly, having seen how fast SirCmpwn engine runs with the ability to push objects around and stuff, I kinda expect your game to be rather fast, unless it uses some extremly complex AI. I can't wait for more progress
Title: Re: Gameplay Mechanics
Post by: Steelm on February 15, 2011, 10:11:24 pm
nice, I like the tactic idea. I guess the game in overall will be a bit like this, right?


As for enemy staying dead, do you mean a dead sprite will remain there and that the enemy won't dissapear?
Love the video