November GameDev Challenge: Pong! 11/01/17
About this blog
Project XSYS is an untitled RPG Indie game that features world map HEX crawling, tactical turn based combat, and a multi-character party adventuring.
Entries in this blog
Looks like I've been neglecting this blog a bit too much lately so here is an update.
I've been working on the Combat system a little more.
After cleaning up the unit action system, I've finally had time to work on the flying feature. I really need to find the right type of camera for this game or it might be a bit too confusing for the player. In addition, it's clear to me that I need to add height/position indicators so that the player knows what tile the movement selector, targeted unit, and selected unit are over. Perhaps a translucent pillar of some sort will suffice.
Project XSYS is an untitled indie game that features world map HEX crawling, turn based combat, and multi-character party RPG adventuring.
Features thus far:
World map hex crawling is a unique feature. It's up to the player to ensure his/her party is well prepared and provisioned for each journey. Like many 4X games,time controls allow the player to speed up, slow down, and pause the passage of time. As time passes, various events will occur such as combat encounters, interaction scenarios, inter-party personality conflicts, discoveries, etc.
The screenshot below is the most current view of the hex map. It is auto-generated by stitching smaller hand crafted Terrains together. But, yes, it's pure programmer art.
Tactical Turn Based Combat
The combat system was built to satisfy the itch of tactical turn based enthusiasts. In addition, I've worked hard to ensure that the combat grid is truly 3D. This means that characters can climb, fly, crawl, and jump over and under obstacles.
The action point based combat system is designed around the concept that your character can try to do anything. For example, if you want to fight with two weapons, trip, guard, parry, or disarm you don't need a special skill to try it. There are no talent trees just proficiency levels.
The character creation system is extensive and is a multi-step process. Steps include selecting Class, Race, Ability Scores, Interaction Skills, Combat Skills, Exploration Skills, Spells, Appearance, Personality, Backgrounds, etc. At the moment, the system allows you to create up to six characters.
At the moment, the graphics are nothing more than prototypes / placeholders. I don't plan on hiring or partnering with an artist until next year. One of the first things I will have commissioned is a base character model and various pieces of equipment for each race.
For the moment, Adam and a pair of Mixamo thugs will do just nicely.
Thus far, I've spent many long nights coding and refractoring the games numerous subsystems (true 3d grid pathfinding, sqlite database, event message system, animations, personality system, combat mechanics, inventory, character sheets, items, vendors, character creation, terrain based hex map, encounter system, survival mechanics, campaign events, etc). The game has truly become a labor of love and I'm quite happy with the code thus far, but of course it's not perfect... yet.
My current focus is developing the content pipeline and assessing what Unity assets (if any) I will be integrating. In fact, I can't wait to start adding more creative elements to my game. The game is now moving from being a game framework to an actual game, but there are still many detailed decisions that have not been made.
Anyway, I hope you enjoy watching my game take shape. I really need all the feedback I can get as I have much to learn.