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File 137071301846.png - (11.57KB , 800x665 , A1.png )
3000 No. 3000 ID: 73e072

This is a thing. Maybe.
Posting here until it is more definitely a thing.
Expand all images
>>
No. 3001 ID: 73e072
File 137071306044.png - (19.36KB , 800x665 , A2.png )
3001

>>
No. 3002 ID: 67bfa9
File 137071602980.png - (179.23KB , 800x600 , ArmourBattleScreenMockup.png )
3002

a mockup for how the in game could be laid out
>>
No. 3003 ID: 0006f5

what's this being made in if i may ask
>>
No. 3005 ID: 73e072

Pure Java, making use of Swing
>>
No. 3006 ID: 73e072
File 137075488823.png - (42.18KB , 800x665 , A3.png )
3006

Current map screen. Kinda want to understand what all the boxes on top are exactly before I start implementing any of them.
This is currently the maximum size map (14x14) that can be displayed before being too big, unless I add scrolling or some other similar feature, or rearrange the display. No pieces, or tiles other than grass, implemented yet.
>>
No. 3007 ID: 67bfa9

Game flow will work like this:
first you click on the button for the action you want to perform (move,attack or special) then you click on the target for this action on the map grid, for movement it will be where you want to go, for it attack it will be the enemy you want to attack, and for special it will vary depending on units

special abilities require an energy point to use,
units cannot occupy the same space.

Units:
==============
CHARGER
health 2
energy 2
actions 3

move: 2 squares
attack: range 1, damage 2
special: jump 2 squares (ignores other units and obstacles)
========================
BRUISER
health 5
energy 3
actions 2

move: 2 squares
attack: range 1, damage 3
special: block (reduces all damage by 2, until next turn)
========================
MARKSMAN
health 3
energy 2
actions 2

move: 1 square
attack: range 2-5, damage 2
special: aim: target self (+4 damage to next attack)
========================
BLASTER
health 2
energy 3
actions 2

move: 2 squares
attack: range 1-3, damage 3
special: blast: range 1-3, damage 1 (hits every target in a 3

by 3 square)
=========================
HEALER
health 4
energy 4
actions 2

move: 2 squares
attack: range 1-2, damage 1
special: heal: range 1, (target receives +4 health)
=========================
>>
No. 3008 ID: cdecbf
File 137081365234.png - (65.36KB , 960x600 , Mockup.png )
3008

I made a mockup to help out.
I figured you'd select units by clicking on them, and a drop down menu would appear for Move, Attack, Special, etc.
Also, I didn't know if you were going for Player Turn/Enemy Turn or Inititaves, so you'd probably have something that show's a person's turn or what the current turn order is.
>>
No. 3009 ID: 67bfa9

All units also have a subtype, these will be colour oriented usually on the sprites

Subtypes:
give minor bonuses against other subtypes
the subtypes are: TECHNO, ARCANE, HOLY, MUTANT,WARBOUND

TECHNO:
+1 Damage against WARBOUND
-1 Damage against HOLY

ARCANE:
+1 Damage against TECHNO
-1 Damage against WARBOUND

HOLY:
+1 Damage against MUTANT
-1 Damage against ARCANE

MUTANT:
+1 Damage against ARCANE
-1 Damage against TECHNO

WARBOUND:
+1 Damage against HOLY
-1 Damage against MUTANT
>>
No. 3010 ID: 67bfa9
File 137082187902.png - (204.73KB , 746x559 , ArmourBattleScreenMockup2.png )
3010

upon deep consideration I think Net's layout is more efficient than mine,
it might be a better idea to go with that

that said I've reorganized how I feel the unit stats should be displayed, maybe this will give further insight
>>
No. 3012 ID: 71e184
File 137083721734.png - (7.97KB , 48x128 , grass01_png copy.png )
3012

posting this here in case I lose them
>>
No. 3015 ID: cdecbf
File 137107372245.png - (107.58KB , 960x600 , Mockup2.png )
3015

Here, have another mockup.
>>
No. 3016 ID: 73e072
File 137116091515.png - (59.89KB , 960x625 , A4.png )
3016

Approaching the last mockup's state.
I've been doing more mechanics work lately so there isn't actually much noteworthy to show yet - All the pieces and their specials have been coded in but there's no usable gameplay interface yet. Didn't pretty up the display too much either since it sounds like it's not really decided yet.
If I haven't been clear, the window size is easily changed to whatever you want - I change two numbers in one file and recompile everything and it all (mostly) adjusts and fits fine. I don't really want to go over about 1000x700 though. Resizable windows is possible but does mean more work.
>>
No. 3018 ID: 67bfa9
File 137118102621.png - (22.23KB , 230x72 , Sprites1.png )
3018

I made some Sprites, from left to right:
Charger, Bruiser, Marksman, Blaster, Healer

these are just the Sprites for Saitnen's soldiers
>>
No. 3019 ID: 73e072
File 137118248158.png - (121.21KB , 960x625 , A5.png )
3019

In-game shot. Move command is implemented, the rest aren't yet. No hilights for anything yet.
>>
No. 3020 ID: 709c0d
File 137118290206.png - (18.88KB , 192x160 , grass01.png )
3020

>>
No. 3021 ID: 67bfa9
File 137119492870.png - (19.92KB , 80x180 , Buttons2.png )
3021

I made some buttons also some extras
not entirely sure on the colour
>>
No. 3022 ID: 73e072

Kusaba does not like jars. Huh.
Half-way playable alpha as a jar:
https://docs.google.com/file/d/0B_-B1AMxOi8HMDU2R0RUSjZYd00/edit?usp=sharing
You need the Java Runtime environment installed to run this - there's a decent chance you have it installed even if you don't know. I was planning on posting a .exe version too (still needs the JRE but will search for it itself) but JSmooth failed me, I'll have to try other things later.

Right-click: Select unit
Left-click: Perform action (also click for buttons/end turn)
Mouse-wheel: Change action
>>
No. 3024 ID: 73e072

Updated version at
https://docs.google.com/file/d/0B_-B1AMxOi8HX216elFRWkc5VnM/edit?usp=sharing
I've been lazy the last few days, only interface improvements, no new features.
>>
No. 3025 ID: 67bfa9
File 137166662088.png - (22.89KB , 230x103 , SpritesStep2.png )
3025

I did some rebalancing on the marksmen and blaster
I've also created stats for the leader

and I've cleaned up the sprites a little and added icons for the subtypes

========================
MARKSMAN(special thanks to Seal for his suggestions)
health 3
energy 2
actions 2

move: 1 square
attack: range 2-3, damage 3
special: aim: target self (+2 range to next attack)
========================
BLASTER
health 2
energy 3
actions 1

move: 2 squares
attack: range 1-3, damage 3
special: blast: range 1-3, damage 1 (hits every target in a 3 by 3 square)
=========================

Leaders won't have a subtype but they will be given two traits.
When a Leader is killed the battle is over, and the remaining leader wins

LEADER
health 6 (8) if trait selected
energy 4 (8) if trait selected
actions 3(4) if trait selected

move: 3 squares (4 squares) if trait selected
attack: range 1, damage 3(4) if trait selected
special: shot: range 2-3 damage 2(3) if trait selected
>>
No. 3026 ID: 67bfa9
File 137166687499.png - (119.39KB , 960x625 , ABsample.png )
3026

oops forgot to mention order of subtypes presented in the image is:
HOLY, WARBOUND, TECHNO, ARCANE, MUTANT

also here's an image of where I imagine them to show up
>>
No. 3027 ID: 73e072

https://docs.google.com/file/d/0B_-B1AMxOi8HOENzMkhmQXJsdjg/edit?usp=sharing
Now featuring MORE PLACEHOLDER ART. Also roads are in but the algorithm for placing them might need to be tweaked/changed - it gets a bit silly sometimes.
Other than that, I think I've got everything in the topic made. Some Gal has Actions and Damage traits, Leader 1 has EnergyHealth and SpecialDamage. Huh. Meant to give them Energy and gave them Health instead, only realized now when I went to doublecheck it.
>>
No. 3035 ID: 67bfa9
File 137265526133.png - (36.55KB , 960x625 , panel.png )
3035

A look for the UI
>>
No. 3036 ID: 67bfa9
File 137265535895.png - (179.26KB , 960x625 , ABsample2.png )
3036

here's what I imagine it looking like implemented
>>
No. 3079 ID: 67bfa9
File 137867716873.png - (612.41KB , 991x653 , ArmourSplash3.png )
3079

here's a possible title splash
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