Wills and Wonders

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24 comments, last by Budowalski 7 years, 7 months ago

Been a productive week, after all the excitement of the contests. I'm glad to get back to adding new features to Wills and Wonders. Really starting to fill out the different classes. Added 6 new skills and a new mechanic for Auras and Channeling skills, which will add some new tactics.

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In the process of adding the first God battle. Succeed in completing the quest Jester's Court to unlock Loki. The trickster tries to keep you in the dark during this multi stage battle. Between the darkness and stealth units you may find your fate.

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We have another map in the game and it is hot.

The simple hex movement and minimal animations are old school visualizations and the real strategy comes from employing tactical combinations and situational specifics (instead of the whole game turning into a zerg rush).

There dont seem to be any placeable props (via spells or 'carried' items which can be employed for tactics - blocking enemy movement or modifying/neuralizing their abilities).. Such things increase the complexity and the 'better' (or worse) options available and the potential to exploit terrain variations.

Some would be area effect covering more than one hex (along with some duration and limit to how often/quickly they can be deployed)

Others could be single objects which a particular unit type can place only one of (and possibly have to go pick up later maybe)

Game balance

Likewise added random neutral obstacles (of varying difficulty/effect and which modify the static maps) can get in the way to narrow access or somesuch (and unit types can possibly clear/neutralize or move/push as part of their 'ability')

Various unit type would have immunities to certain obstacles/props

--------------------------------------------[size="1"]Ratings are Opinion, not Fact

The player competes with the AI over territories on the world map. The maps(territories) have quests(scenarios) that the player can control a single party and complete an objective to enhance their position. The players parties are limited to 1 hero and 6 creatures for a total of 21,excluding summoned units, party members during a battle to conquer a territory. Parts of the landscape can limit mobility, a player can use that to their advantage. There is also many factors that effect movement, with the exemption of units having the Flying or Phantom traits.

- Every unit can move through allied units but can not move through enemy units. This allows for the player to retreat behind barriers of their stronger party members.

- Some maps have water, water costs an additional movement point.

- Abilities can be used to hinder movement in an area of effect, create a barrier blocking off a hex entirely, or set a trap for the enemy. Special barrier objects carry additional effects, such as a gun turret that will target moving enemies. Some abilities can also clear effects from others.

Questions and comments are welcome, let me know if I addressed your concerns.

Working on overhauling the GUI to make is easier to use, less intrusive, and just make it more appealing.

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The Fury, one of the creatures a Pixie can morph into. This venomous shrew will poke on your last nerve as she terrorizes the battlefield.

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Some quests in Wills and Wonders are pick your own adventure stories. Every story has different choices, every choice has different outcomes.

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The Faery, one of paths you can choose when upgrading a Pixie. A blessing to have in battle. Her ability to shield you against opponents is crucial for surviving the many tribulations of war.

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Wills and Wonders is now live on Kickstarter!

http://www.kickstarter.com/projects/1582571627/wills-and-wonders

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