Author Topic: RTS fantasy game  (Read 635 times)

Alexwbc

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RTS fantasy game
« on: September 12, 2013, 11:36:53 PM »
Title: [not defined]
Game type: RTS with RPG elements
Genre: fantasy
Index
01 FIRST SIGHT ON GAMEPLAY
02 TROOP ACTIONS
03 COMBAT MECHANICS
04 GOAL(S) AND GAME OVER
05 TROOP MANAGEMENT
« Last Edit: September 12, 2013, 11:46:57 PM by Alexwbc »

Alexwbc

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FIRST SIGHT ON GAMEPLAY
« Reply #1 on: September 12, 2013, 11:39:07 PM »
FIRST SIGHT ON GAMEPLAY
Under the sight of the player will be just "the stuff", and with that I do mean the game element's only: no HUD, no text, no health/HP/mana bar... just "the stuff". Windows and other elements will appear contextually when you click on something

click on foe = popup with foe's info
click on your troop = window with the commands to "edit" your troop... (see [TROOP MANAGEMENT] chapter)

Each backdrop battlefield it's just a bitmap but, in order to give depth perception, elements on top are scaled down (and move slower) to look distant while element to bottom are bigger in order to looks "more close" to the camera
Certain elements on map also have some modifiers, ie: troops/foe which are walking on mountains are slightly indent up.
other graphic elements on map (obstacles like huge rocks/mountain or other building) are made to fade their opacity as a troop walks behind them.


Actually, certain area like river, forests, pavemented road and as well mountain will also effect on the game mechanic's (see: [TROOP ACTIONS] chapter)
« Last Edit: September 12, 2013, 11:45:18 PM by Alexwbc »

Alexwbc

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TROOP ACTIONS
« Reply #2 on: September 12, 2013, 11:40:49 PM »
TROOP ACTIONS
The absolute first thing the player may want to do is, of course, move their troops. There are two ways to do this:
The first one it's the very intuitive classic one: just click your troop once, then click again over the spot you want to direct them. The troop will walk straight-line towards it
The other ways it's a bit more for strategy propose: sometime you want to move a weak troop behind a stronger foes (you want to avoid direct contact) or gather different forces on a specific place on map before "cast a final attack". HowTO: drag&Drop a line starting from the troop you want to move and when still holding the mouse button you can draw the path will walks
I want this as much "direct and immediate" as possible. So it's intentionally NOT planned to give the multi-selection option (player will be forced to move a troop once: this is part of the gameplay too!)

Alexwbc

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COMBAT MECHANICS
« Reply #3 on: September 12, 2013, 11:42:24 PM »
COMBAT MECHANICS
All foes are in "aggressive mode" (except during some exceptional events) and they will always attack your troops (and other sensitive target ) on sight. The good news is that ALSO your troop will automatically defend themselves
By default your troops will recover it's health (slowly and up to 50% max) when standing by itself (is inactive and not fighting/defending) and will not recover when is walking or performing other idle actions (ie: hitting enemies with range weapons). Anyway, if there's a town or other "friendly" place in the current map... all you need is "touch" it in order to recover fully and fast.

A possible feature would to give the player the ability to build sort of recover camp when towns/cities are missing... but this opportunity will be granted only if the player did actually successfully achieve an assigned quest (see [QUEST] chapter) since the player need ALSO civilian volunteer that will work for you... anyway, this is not yet defined, so maybe a "cut-out" feature in the end.

Alexwbc

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GOAL(S) AND GAME OVER
« Reply #4 on: September 12, 2013, 11:43:26 PM »
GOAL(S) AND GAME OVER
[TODO]

Alexwbc

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TROOP MANAGEMENT
« Reply #5 on: September 12, 2013, 11:44:56 PM »
TROOP MANAGEMENT
Each troop under player control can be made of up to 4 division which determine it's size and power. Each division, which can be an Human, Dwarf, Elfen or Djinn, add the racial features (see the [RACIAL FEATURES] chapter) which belong. The more slot are taken by a single kind, the more is increased the racial feature (ie: add more elfen increase the elven bow rage attack).
Obviously player has to consider that fill up a troop with a single race has some disadvantages, ie: elven has the worst defence/resistance rate, make a whole troop (4/4) with elven only mean to have a powerful raged weapon... but very weak when comes to physical impact with enemies, so the best balance would to add one or more dwarf which add stronger defence (3/4 elven and 1/4 dwarf... or maybe fifty-fifty between dwarf and elven?)
Control wise player can disassemble/assemble division in new troops (or maybe make new ones) though pop-up window and drag&drop. Doubleclick on a troop open a brief stat window where are show revelant info like health, stats and which divisions are currently employed. Each "division token" (color of the circle shows race in this way: red for humans), brown for dwarf , green for elfen and blue for the djinns). Once the player "grab" the division token of is choice the pop-up window is hidden so the player can replace the single division in any place on the map.
If the "drop target" is another troop (with a "free slot" at least) the result would be a merging between the target troop and the "extracted" division.

Alexwbc

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Re: RTS fantasy game
« Reply #6 on: September 12, 2013, 11:47:19 PM »
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Alexwbc

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Re: RTS fantasy game
« Reply #7 on: September 12, 2013, 11:47:32 PM »
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Alexwbc

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Re: RTS fantasy game
« Reply #8 on: September 12, 2013, 11:47:43 PM »
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Alexwbc

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Re: RTS fantasy game
« Reply #9 on: September 12, 2013, 11:47:56 PM »
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Alexwbc

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Development plan: Maps
« Reply #10 on: September 13, 2013, 11:46:52 PM »
Maps are pretty easy to do by myself; the ones I am currently posting here are artistically traced by me over the top of computer generated landscapes (Google Earth and such). There's still some licensining issue to ponder (the original screenshot is made with the use of satellite photos... anyway the "3d polygons model of earth" shouldn't have licensing issue). If licensining issue are still a problem I could use a 3d terrain generator as last options. So, nah... have battlefield maps shouldn't be a problem.

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