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Computer Game Development - The Indie Alley / Re: Epicinium - strategy wargame with environmental mechanics
« on: March 18, 2018, 01:18:17 PM »
Glad you liked it!
There's no real initiative, just turn order. Both players have a list of orders - you can see yours at the right side of the screen - and the game alternates between the two. So player 1 executes the first order on their list, then player 2 the first on theirs, then the second order of player 1, the second of player 2, etcetera. But because of fog of war, you don't always know whether they gave an order before you or if you were the first player. We're still debating whether first player advantage should be hidden information or public information. What does matter is that new orders are always appended at the bottom of your list of orders, so it can be advantageous to regive old orders to put them at the back of the queue, so your important attack order goes off first.
Ambient music is something UnarmedLad is still working on (he also did the title screen music). We are planning on having tracks that can fade in and fade out seemlessly so that the music can reflect what is going on; more exciting music during the action phase, more bombastic music when you've built a lot of tanks.
Yeah it might be that the tutorial AI starts out with an extra Rifleman unit, because the easy AI's take a while before they make any units. It's also a bit random because the easy AI might randomly not make units. We haven't spent enough time on building AI's because it is hard to keep updating them every time we rework the gameplay. But the next update has a new AI type that I'm eager to show off. It's the first that can make Sapper units and use them to bombard your buildings.
Thanks for the feedback!
There's no real initiative, just turn order. Both players have a list of orders - you can see yours at the right side of the screen - and the game alternates between the two. So player 1 executes the first order on their list, then player 2 the first on theirs, then the second order of player 1, the second of player 2, etcetera. But because of fog of war, you don't always know whether they gave an order before you or if you were the first player. We're still debating whether first player advantage should be hidden information or public information. What does matter is that new orders are always appended at the bottom of your list of orders, so it can be advantageous to regive old orders to put them at the back of the queue, so your important attack order goes off first.
Ambient music is something UnarmedLad is still working on (he also did the title screen music). We are planning on having tracks that can fade in and fade out seemlessly so that the music can reflect what is going on; more exciting music during the action phase, more bombastic music when you've built a lot of tanks.
Yeah it might be that the tutorial AI starts out with an extra Rifleman unit, because the easy AI's take a while before they make any units. It's also a bit random because the easy AI might randomly not make units. We haven't spent enough time on building AI's because it is hard to keep updating them every time we rework the gameplay. But the next update has a new AI type that I'm eager to show off. It's the first that can make Sapper units and use them to bombard your buildings.
Thanks for the feedback!