fatgamecat Posted January 7, 2012 Share Posted January 7, 2012 My brother Chris and I have been working on a turn based tactics game called Strat (final name undecided). Each level in Strat is separate with no growth system between levels, and the entire game is deterministic (non-random). It's definitely more of a pure strategy title and much closer to a puzzle game than an RPG. There are 18 playable units with 5 abilities each, along with a number of CPU only units and bosses. Each class has a defined role with unique and balanced abilities that are all useful in certain situations. It's a far cry from your typical imbalanced powers based tactics game where the majority of classes or abilities are inferior or useless. There are lots of mechanics in Strat like multiple objectives, doors and panels, triggers, reinforcements, teleports, terrain status effects, custom scripting in each level, etc. in order to keep combat varied and interesting. There is of course a scoring system as well as a real time limit per turn to keep the pressure up. While I've been able to give feedback and advice on Strat's development, I don't have the final say on what goes into it, so I don't necessarily agree with every design decision. Most of my work on Strat has been designing and scripting the levels, which are later edited by Chris. Even with my experience playing tactics games, it's often a challenge developing and testing quality content. Please give the development build a try and let us know what you think. I'm posting this to Serenesforest because I know there are some very good tactical gamers here and I'd love to get some more feedback, so please PM me or reply with anything you'd like to say about it. Link to comment Share on other sites More sharing options...
Progenitus Posted January 7, 2012 Share Posted January 7, 2012 this could be interesting, i'll look into it later Link to comment Share on other sites More sharing options...
Paperblade Posted January 7, 2012 Share Posted January 7, 2012 If mines disappear from 4 turns being up rather than exploding, the tile they're on is still considered to have them sitting there making it impossible for units to traverse them, but unable to attack the spot to blow them up. It made the map with the Stealer's debut... pretty easy... Also the pathfinding for movement seems slightly off o ooo ooooo oooUooo ooooo ooo o normally movement is like this and with an enemy right below, you would expect it to change to o ooo ooooo oooUooo ooXoo o o since you have 3 move but in reality it changes to o ooo ooooo oooUooo ooXoo Link to comment Share on other sites More sharing options...
fatgamecat Posted January 11, 2012 Author Share Posted January 11, 2012 Thanks for the feedback, Paperblade. I passed it along and he fixed the bug(s). Link to comment Share on other sites More sharing options...
Paperblade Posted January 11, 2012 Share Posted January 11, 2012 Damn now I need an actual strategy for defend maps Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.