update on gameplay
- iWeasle
- Woods ranger
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- Joined: Wed Jun 18, 2014 12:49 am
Re: update on gameplay
I have some friends who have logged like 100 hours in Hearthstone .
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: update on gameplay
made this test for fun. 50 animated sprites on screen, the game runs considerably fine, 50-55 FPS on my desktop PC, and it's even in debug mode (so slower than normal). On Android I have no clue how to calculate FPS but was playable enough. Of course right now there were only the enemies walking towards the left of the screen with a population counter decreasing every time one reached the border
Anyway, big speed improvements have been made recently in Ren'Py. Will need to make more experiments
- jack1974
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Re: update on gameplay
OK the experiments with real-time stuff failed
Besides, since even Undead Lily has turn based card gameplay I thought to kill two birds with one stone and do this game with this gameplay system as well (though technically won't be a CCG since in my current idea you don't get random cards).
This is a very ugly/rough attempt at the battle screen:
in summary gameplay should be similar to Hearthstone (you have to copy from the best ) but you'll have two heroes, several special actions, etc. So of course, not identical but with several different variations. Because of this change I need to code everything from scratch (can't reuse Loren/SOTW framework because would be overkill) but I've asked Anima to help
Besides, since even Undead Lily has turn based card gameplay I thought to kill two birds with one stone and do this game with this gameplay system as well (though technically won't be a CCG since in my current idea you don't get random cards).
This is a very ugly/rough attempt at the battle screen:
in summary gameplay should be similar to Hearthstone (you have to copy from the best ) but you'll have two heroes, several special actions, etc. So of course, not identical but with several different variations. Because of this change I need to code everything from scratch (can't reuse Loren/SOTW framework because would be overkill) but I've asked Anima to help
- iWeasle
- Woods ranger
- Posts: 237
- Joined: Wed Jun 18, 2014 12:49 am
Re: update on gameplay
I think it's a beautiful GUI, that should definitely be the final product .
Hearthstone style gameplay could be really cool, I know some people who might buy the game just for that... Muhuhahaha, been trying to get them to try a WW game for years... .
Hearthstone style gameplay could be really cool, I know some people who might buy the game just for that... Muhuhahaha, been trying to get them to try a WW game for years... .
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- Young scout
- Posts: 21
- Joined: Sun Aug 10, 2014 8:11 am
Re: update on gameplay
Hey Jack, have you ever played some of the Dragon Ball RPGs on NES/SNES? They were traditional turn-based RPGs that used cards for the battle system.
https://www.youtube.com/watch?v=3rVT-V7h7y4#t=8m35s
From what you've said, it sounds like you could combine this gameplay with the tactical map movement of an SRPG like Fire Emblem.
https://www.youtube.com/watch?v=3rVT-V7h7y4#t=8m35s
From what you've said, it sounds like you could combine this gameplay with the tactical map movement of an SRPG like Fire Emblem.
- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: update on gameplay
Ah thanks for the video was interesting
I'm still in the experimentation stage - for example I don't want "random cards", though I think might change this as I test the system, because random would probably add more fun to the battles. I also have several resources (credits, energy, population, materials) and each unit costs some resources, etc. I want to make it a bit more complex than Hearthstone but not too much. The heroes wouldn't fight in the map, but could use special attacks. But in practice (of course, this is the current idea that could change) they can never "die" in a battle. The battle is lost based on some mission specific condition but in general if the colony HP reaches zero.
The enemies would come in several waves, I'm thinking always fixed so people could develop some strategies maybe.
Anyway, since Undead Lily will use something similar too (of course with some changes), I thought was better to do an engine that I know already would be used in at least two games
I'm still in the experimentation stage - for example I don't want "random cards", though I think might change this as I test the system, because random would probably add more fun to the battles. I also have several resources (credits, energy, population, materials) and each unit costs some resources, etc. I want to make it a bit more complex than Hearthstone but not too much. The heroes wouldn't fight in the map, but could use special attacks. But in practice (of course, this is the current idea that could change) they can never "die" in a battle. The battle is lost based on some mission specific condition but in general if the colony HP reaches zero.
The enemies would come in several waves, I'm thinking always fixed so people could develop some strategies maybe.
Anyway, since Undead Lily will use something similar too (of course with some changes), I thought was better to do an engine that I know already would be used in at least two games