Thursday, July 9, 2009

Brainstorming and more Gameplay

Yet another day of some great brainstorming. Us three developers got together again last night and got some more ideas out. We attempted a prototype some but instead called it a night.

The major discussion of the night was the gameplay flow and the battle system, which had actually been a major topic of the previous night as well. Yesterday I had an idea for a battle system and presented that to the other two. With much consideration and some constructive input we came up with a very interesting battle system that actually solved our gameplay issue. Here is what we got for the gameplay...

The camera for the game sits above the ground far enough so you can see several towns, forests, and mountains. The towns and paths in between the towns are represented by nodes. These nodes are the only places your units can move (That was mostly recap).

For the gameplay flow we originally had a real time system but it is now changed. Instead each unit and town for all players receive a turn. Whenever it is their turn, the unit or town is able to make some type of action such as moving to another node or constructing a building. The order of turn is decided upon by two things, the unit's/town's speed and the previous action the unit/town took. Each action has a time cost, like moving to a node might cost 50 units of time while attacking an enemy would cost 75 units of time. The larger the cost the longer until the unit's/town's next turn. The speed attribute comes in by simply lessening the cost of the action and consequently lessening the time until its next turn.

That was all gameplay...Soon I will write a post about the actual battle system and how it works.

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