Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

Journal #6: Kryptonite

Sign in to follow this  


I'm back! I told you Sid Meier's Civilization was my Kryptonite and it basically stole my last two weekends playing it. The first weekend was no real surprise and I had planned to just play it all weekend. But I got sucked in again the following one while doing a few productive things like laundry. In any case it's a very good continuation of the franchise and worth a look if you like that sort of game.

Now, onto what I worked on this last week. I decided to put more console work off to the side (with appropriate notations on my todo list) in favor of something a little more in the vein of a gameplay feature. So to that end I implemented what is the core gameplay loop of a tactical strategy game (along the lines of XCom or Final Fantasy Tactics). Now I obviously already had the game loop doing all the windows messaging, managing frame processing and rendering. This was the gameplay loop to control the player's interaction with the game.

I added a new component and couple objects to act as players. Right now this component consists of an array of handles which are the ships controlled by that player. I also added a new component to handle unit stats and added that to all the ships that I had created and added them to one of the two players. The stats component isn't particularly complicated right now, just an arbitrary mapping of keys & values. Long term I don't expect that gameplay will rely heavily on this, but it's really nice for experimentation and prototyping. And it's not unit/spaceship specific. Right now all the ships have two stats: Power & Supply. The game loop then consists of:

  1. Player Turn Start - Set all that player's ships supply stat to their power stat value
  2. Move unit - User clicks another tile, path the unit to that tile, decrement supply by 1
  3. When supply reduced to zero, move the selection to the next unit
  4. Continue moving units and rotating the selection until all units controlled by player have a 0 supply stat
  5. When there are no units with available supply, move to the next player and return to step 1

This should be fairly recognizable to strategy game players and it's nice to have moved my program closer to "game" territory.

I also added a few other related elements like:

  • tabbing to rotate the selection of the current unit
  • preventing pathing from occurring when the current unit has a 0 supply stat
  • preventing the current unit from becoming one controlled by other players if you clicked a tile that had a unit you didn't own in it. Using the mouse to change unit selection was already supported.

    This is the point at which I would/should have a video to show off the various unit moves and player turn transitions but I haven't familarized myself with video capture tools quite yet.

Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!