Making a lot of progress on GnomeSquad this evening. It was surprisingly difficult to remove the “player” aspect of the old code. Although now that it’s done, I realize it makes much more sense to treat the player as just a regular “monster” object. In this case, because the player controls multiple “monsters”, there’s no 1 singular @ that represents the player on-screen, which means lots of code needed to be broken and then fixed.

Current features:

  • Orientation / line of sight – vision determined based on which way you are facing
  • Squad movement – using a simple “action points” concept where each move takes a point, and any action/attack automatically ends your turn
  • Spent probably way too much time on the layout. Still not in love with it… I’m sure the color scheme will be messed with incessantly to the detriment of many other useful features.
  • A #winning condition – From my experience last year, I think  this is important, otherwise the game just feels like a tech demo. Demos are fine too and often interesting but I’d rather have a “complete” — if tiny — game.

Coming up next:

  • Monster AI – Getting something that works with the “action points” system will be difficult, I think
  • Stackable items – why does some of the easiest stuff seem so hard??
  • Different levels – Right now there is only 1 level layout
  • Better items – Not sure gnomes should be running around with pirate pistols and muskets (OR SHOULD THEY?!?!)

Have really been enjoying the progress everyone is making. Keep it up!

HF

http://heroicfisticuffs.blogspot.com/

 

4 thoughts on “”

  1. “Although now that it’s done, I realize it makes much more sense to treat the player as just a regular “monster” object.” You know what’s funny about that is that I had the same exactly realization when trying to implement henchmen for the player haha. It helped me restructure things quite a bit actually.

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