Showing posts with label Gamplay Overview. Show all posts
Showing posts with label Gamplay Overview. Show all posts

Friday, July 17, 2009

Detachments!

For some reason I had completely forgotten about one of the components of a company. Here is what I wrote about them in our GDD. :)

One additional component of a company is the detachment, which will provide the company with a passive trait/attribute. Such as Scavenger Punees will recover some resources from the battlefield if the company wins or having a Water Puni detachment might recover some of the company's HP after battle.

I hope you like the idea of detachments - I know I do!

Friday, July 10, 2009

Battle System Details

If you haven't read the previous post about the gameplay flow, then I recommend you do that here.

First we'll get all of the vocabulary out of the way. The unit used for fighting is a company. A company is made up of 2+ squads and a Puni Captain. A squad is made up of many punees but is limited to one puni class (Water Puni, Ore Puni, ...ect). A Puni Captain is a special type of puni that leads the company. It will have a level, some other stats and even skills. The company as a whole will have only a congregate of stats, most of which will probably be hidden from the player.

As mentioned earlier companies are the unit used for fighting and so they are the unit you move around on the map via nodes. When it is a companies action turn and they attempt to move to a node occupied by an enemy company then they attack. When attacking an enemy you will be able to choose which enemy company to attack if there are multiple of them. Then you select an tactic to take. There are many different tactics and their availability depends on a few variables; the company make-up, the weather and some are learned by leveling up. Different tactics will have different outcomes so choosing the correct tactic is important.

Once a tactic is chosen, your company attacks and damage is done to the enemy company. After the attack you can choose a defense maneuver for an additional stamina cost.

This is basically how the battle system works. In some ways the gameflow and battle system are a mixture between a tactical game like Final Fantasy Tactics (amazing game) and a strategy game like Civilization. I am really excited about this. It is going to be a very unique game and have much to offer!

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.

Thursday, June 4, 2009

More Brainstorming

Gameplay Overview: Part 3 is being delayed because some things are still up in the air and that is what we have been working on. One of the things we brainstormed about was actually fueled by a friend and a reader. He jokingly asked if squirrels were going to be in the game. Well, we gave it a great amount of thought and almost went with it. We considered having some additional creatures in the world, and may eventually end up doing so, but our goal is to finish PPK. Adding too much content is not going to help with that.

It is unfortunate that we cant have everything that we want in PPK, but we definitely will make sure that PPK does not suffer from it. If things go well then the features that we are holding back on will be released in either a sequel or expansion packs or something. That is of course far down the road, so we are not putting much thought on it for now. Time will tell.

I will get Gameplay Overview: Part 3 out as soon as possible!

Thursday, May 21, 2009

Gameplay Overview: Part 1

GENRE:
Strategy with some RPG elements

OBJECTIVE:
The overall objective of the game is to lead a Lord Puni to become King. First a kindgom must be built up, which is done by collecting resources and of course creating new cities as well as expending them.

GAMEPLAY MODES:
There are two different modes currently planned: Campaign and Skirmish (these names are merely tentative). In both gameplay modes the player controls a special Puni who's trying to become King. In campaign there will be a story the player is taken through and the winning conditions for each level will vary. In skirmish there is no story and the player is put up against enemy CPUs. The goal of skirmish is to have your Lord Puni become the first king. You can take a path of peacefulness or one filled with war - the choice is yours.

WORLD MAP:
The world the player interacts with is a 2D map that has 3 different types of nodes placed around on the map. The different types are...
  1. Towns or possible towns
  2. Resources (there are several resources)
  3. Normal nodes or "Strategic" nodes (name pending)
The normal nodes connect the town and resource nodes to each other and it is through that the player can move about his Punees.

That is it for part 1 and part 2 will be here soon! Thanks for reading.