A King's Life

poehyrulian

  • Posts: 78
So When i got my new laptop i didn't transfer my game files and all the progress for my zombie game was lost. It's ok though because the processor limitations prevented me from upgrading stencyl. now that problem has finally been solved and i have all the notes on the old game project, ill just have to remake it all. Between writing for this graphic novel collaboration, my new full time job and personal projects, my progress on my own games has slowed majorly. but i never surrender haha and i have came up with a new project to work on. It's called A King's Life and will be a mix of a few concepts ive seen through the years. First concept is like that of pocket kingdoms or other mmo's i have played around with. you will inherit a fortification that you will assume command of. after, a brief introductory sequence you will be able to begin recruiting units for your fort. Villagers will be the backbone of your economy and you must have them work on farms and in mines to supply the fort with resources. after you have stabilized your economy you can recruit archers and knights to add protection to your fort. they can be upgraded in various ways in the upgrade tab of the forts menu. when the player has a proper defense and economy set up they can then begin forming battalions to go to war with others. A battalion will require a leader and leaders are obtained by upgrading a single military unit. once you have a leader you can assemble the battalion and supply them with rations to eat while they are traveling. Itll be like a mix between chess, Age of Empires and a game i played so long ago i cant even remember its name.
The battle sequence will be an interactive simulation. when a battalion encounters an enemy battalion a battle scene will load with the two parties on opposite sides of the screen charging at eachother. beneathe this simulation screen will be a button pressing mini game that will enhance your parties performance or hurt it depending on how well you perform. Game is won by conquering all of the forts in the game. which can also be done diplomatically but havent quite worked that out yet. anyways ill be posting pics and keeping the updates coming. all feedback and advice is most welcome.

« Last Edit: December 10, 2016, 04:03:31 pm by poehyrulian »

ceosol

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  • Posts: 2279
Nice, I've seen these sorts of flash games before. Check out "Castle of the Winds" if you want some inspiration :)

poehyrulian

  • Posts: 78
This is the menu screen for A Kings life. it has taken me a few days to figure out the mechanics behind it and im sure the code is sloppy according to people more advanced than i but its coming along so im happy haha. the design of the menu has proven to be a tedious effort but now that i have a general idea of what to do the progression has smoothed out alot.

« Last Edit: December 10, 2016, 04:30:53 pm by poehyrulian »

poehyrulian

  • Posts: 78
Here the recruit section of the forts menu. The player can recruit four types of basic unit that will make up the common units seen in the games. these units will have their very own upgrade tabs and from there things become a little more advanced. such as transforming the archer into an assassin that gains alot more pierce damage as well as poisoned arrows. or turning the trader into a spy that can reveal enemy caravan locations so that you can set up an ambush and steal the enemies resources which will surely hurt their economy... all resources in the game will be stored in a forts treasury and traders will assemble caravans to transport resources to other locations. This will be highly important because everything in the game has an upkeep cost of food and gold and some buildings like a gaurd tower that holds thirty archers will need to be supplied with food so that the archers dont starve. Oh and the crush attacks will be available through catapults which although are units will need to be recruited in the buildings section of the menu. the reason being that they are built rather than recruited haha and because they will need two units to operate it. Crush attacks will also be made available through uprading your archer into a bombardier who fires exploding shots or by upgrading a knight by giving it a warhammer.

« Last Edit: December 10, 2016, 04:30:05 pm by poehyrulian »

ceosol

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  • Posts: 2279
The side buttons look cool. The yellow/orange text in the middle looks a little generic.

Just be careful having so many stats. It is tough to balance things like that without many hours of playtesting.

poehyrulian

  • Posts: 78
Thanks for the advice ceosol. through play i may decide to change the amount of stats but my reasons for them so far seems to be on point. like crush atk is mainly for building destruction, pierce is to break through armor with arrows and lances and stuck and hack is for swords and axes. hack and pierce are basically useless against buildings. but i totally see your point and am already brainstorming a reduction plan. just not sure how it should be done.