[W.I.P] War of the Guilds

CmdrWhitey13

  • Posts: 503
War of the Guilds
Hello everyone. Welcome to an ongoing project for a real time strategy Stencyl style game.
Haven't got too much in to this yet but it's in the works. Here's if an overview of the thought process for this development.

RPG/RTS- A fantasy rts game designed like command and conquer

Objective- Player must defeat the enemy by using units controlled by point and click.

Controls- mouse- moves/selects units, structures. Drag and select characters.
Shift+ Left click with selected units to move them to a different point.

Classes:
-Knight
-Archer
-Mage

Abtributes: In the Statistics Behavior
-hp
-maxhp
-mp
-maxmp
-exp
-maxexp
-level- higher the level, better abilities
-attack
-defense
-housing cost- controls ammount of units on screen

Units:
-Knight- short range units with high def
   - cost 50 gil
   - move
   - attack
   - 2 housing cost
-Archer- long range units with med def
   - cost 100 gil
   - move
   - attack
   - 3 housing cost
-Mage- med range units with weak def
   - cost 200 gil
   - move
   - attack
   - 5 housing cost
-Dragons- air support troop attacks air and land enemies
   - cost 500 gil
   - 10 housing cost
   - uses mana for abilities
-AirShip- provides air transport, can hold up to 8 units
   - cost 500 gil
   - cannot attack
   - uses list to store units
-Villager- gathers gil from gold mine and place in castle
   - costs 25 gil
   - gather
   - collect
   - return
   - 1 housing cost
Structures:
-gold mine- provides gil, contains 10,000 gil
-castle- builds villagers,provides 10 housing
   - uses list for creating units
-mage tower- builds mages,
-???- provides a magic barrier for defense

MapData:
Resources:
-gil- used to create units and structures
-mana- used for special attacks and wizards

Units must leave playing area to resupply the global mana pool. This keeps balance in the world.

AI:
player units keep track of distance from enemy units.
Player requires tracking to enemy ability.
Distance from enemy triggers attack mode.
Implement range finding with get circulator region radius variable.

Lists:

EnemyList- stores location of enemies on play area

ThingsToDo:
-Enemy AI tracking and attacking - partially implemented
-create sprites for the game- Buildings semi 2.5d for detail
-create tileset for game
-create title screen
-create credits screen

-create structures
   -setup unit creation-Building select, unit create, build time
   -setup upgrades- provides advantage

Will be adding more to this document as it comes. Any thoughts are more than welcome :)


http://www.stencyl.com/game/play/32932









 

« Last Edit: January 06, 2019, 11:25:27 am by CmdrWhitey13 »

ceosol

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  • Posts: 2263
I love seeing indie RTS games.

When I get some free time, I'll look things over more carefully and give some thoughts :)

CmdrWhitey13

  • Posts: 503
Yea. Thanks its in the works. Mostly got movement, selecting units, and enemy persuing. Still a bit buggy but working on it.

CmdrWhitey13

  • Posts: 503
My game so far. click castle to make units. Press enter to create enemy units. Hope you like the progress. Will be adding more to it as I go.

« Last Edit: April 11, 2015, 05:22:35 am by CmdrWhitey13 »

ceosol

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  • Posts: 2263
That is very impressive. You are doing a great job creating the engine.

If you want to embed your game in the post, publish to stencyl arcade and use this without the spaces:
[ flash=640,480 ] http: //static.stencyl.com/games/xxxxx-0. swf[ / flash ]

The xxxxx is whatever 5 digit number your game has in the arcade.

CmdrWhitey13

  • Posts: 503
Hey thanks for the boost. Ill keep the link info in mind. Most of the list above is still being implemented but I love how much progress has been made so far. Currently working on tiles. My own design. Once I started figuring things out, it making it a lot easier to accomplish this goal.

NOTA

  • Posts: 218
Please convert gil to USD, for I have no gil.

NOTA

  • Posts: 218
I have a chicken,    can I offer you a chicken???

hope ur laughing...

CmdrWhitey13

  • Posts: 503
Here is the latest update for my project. Press z and see the Knights spawn. Been a lot of trial and error so far but its working. Hope everyone likes the concept for this.

http://www.stencyl.com/game/play/30619

CmdrWhitey13

  • Posts: 503
New Update. Left click castle, then on button. Watch the magic happen.

http://www.stencyl.com/game/play/30619

ceosol

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  • Posts: 2263
Just a little critique, the people and the landscape look like top-down. The castle has a different perspective. :)

Why does everyone run top left?

Its coming along nicely, though. Good job!

CmdrWhitey13

  • Posts: 503
Actors moved to top left for a testing of concept and castle was designed for detail aspect. File now updated. Shift+click move units now working. My problem now is collisions. This project has been now implemented to use image instances. Project only uses 4 actors.

CmdrWhitey13

  • Posts: 503
Game updated. Health now follows unit. Collisions behaving better.  There is some lag. Anyone with ideas to minimize this lag is much appreciated.

CmdrWhitey13

  • Posts: 503
The game has been updated. It is not to a finished standard. Can I have a mod to move this to W.I.P threads? I will not be submitting this to the jam. I will work on it in the future

CmdrWhitey13

  • Posts: 503
So, I know this has been a while of an update. I have been working on it off and on.
Current update contains a "Fog of War" concept. Units move to an area to clear a tiles worth of fog.
Right now, I am trying to work on a better collision system with the units.
I am leaning towards Tile API  to help with this concept.
Projects bases on using the Image API, Tile API, and learning Maps well.
More to come as I figure how to implement it.

http://www.stencyl.com/game/play/32932