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gamedev42

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About gamedev42

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  1. gamedev42

    Advice on turn-based game movement

    Thank you for your reply. I understand everything you say and do agree. Using stamina for movement doesnt really do much most of the time and could frustrate the player, or force certain styles of play rather than being more open. I will set up the following: -Stamina is used for skills e.g. a normal attack, a special attack, setting a trap, etc. -Stamina will not be used for normal movement, only action points. -Units will have a "flee" skill. This can only be used when the unit starts the turn in melee combat, and allows the unit to move double (ie action point cost of tile movement is halfed), but uses up stamina each tile, based on the tiles stamina cost. This skill will probably reduce the units morale. Thank you for reading.
  2. gamedev42

    Hexagons or just regular isometric map?

    http://archive.gamedev.net/reference/articles/article1800.asp
  3. gamedev42

    Advice on turn-based game movement

    Thank you for your reply. I understand what you are saying, and is something that needs looked at. Under current system and that example, the target would flee and probably sure thing get away if the aggressor has already attacked (and used stamina). In early turn-based games, both units would be "locked in combat" and couldnt move away. I would allow a unit to escape, but would allow the other unit a free hit. This could be percentage based, without being too random. I think that it will be challenging (and rewarding) to balance all aspects of melee combat, not just the mechanics but also how to make it interesting. With ranged combat, the player positions the unit, picks the type of shot, watches the shot animation, watches the damage (if it hits), decides wether to use last action points to shoot or hide etc. Whereas melee has the risk of just being, run up to unit, click attack (stamina dependant), till fight ends. (or flee which like you said could be 0% or 100%). I would like to include stamina, but dont want it to become an issue unless the unit is running all over the place and using skills every turn, and is used as a limit to actions. In "rebelstar", the unit would have stamina, but the user would only see "Great", "tired" etc, which would limit the max action points available each turn. Using that would require an extra field (skill_points, for lack of a better name). Not including stamina could stop all this over thinking and possible flaws, but could also remove part of the game. Thank you for reading.
  4. Hi all, I have been making a non-commerical turn-based game in my spare time. Eventually it will be in the style UFO enemy unknown. Currently it is in the style of games like "Lords of Chaos" and "Laserquest". I am fine-tuning movement at the moment. Moving a unit requires action points depending on the terrain type. I wanted to add stamina and make movement drain stamina also. Stamina will also be drained when a "skill" is used. I have two current ways to do this in my code. 1) Everytime a unit moves it loses action points and stamina. <0 stamina to reach the next square means the unit cannot move ie is tired. However, I think this would become annoying, and i feel it would interfer with a units "skills", to the point that a unit cant use skills because of moving for a few turns, and must remain idle for 1 or 2 turns to get enough stamina back. 2) A unit has a "stamina limit" (for lack of a better description). For example, if a units stamina_limit is 0.80, this means that the unit will never lose stamina from moving once its current stamina is <=80%. I feel this allows a unit to lose stamina from moving, yet still be able to use skills. What would be the flaws of using method 2? Is it really necessary for me to use stamina with movement in this way? Is it over complicating something simple? Would the user find it annoying or pointless? If you have any thoughts or ideas i would be grateful to hear about them. Thank you for reading.
  5. Thanks for your reply. Time permitting, i can concentrate for hours. The way i see it, i could spend for example 40 hours creating a basic 3d tree, and save multiple images at different angles. I assume that with software you can manipulate your model quite well (do you use joints to move a models pose?). Or i could spend 8 hours drawing a 2d tree from one side, then do hours of frames, then perhaps redraw at a different angle.
  6. Hi all, This is my first post here. Ive been programming java on and off for a few years, just learning game programming techniques and so on. I have a basis for a few types of games, ie graphics, gui, sound, ai etc. However ive never really progressed to a full game as i never developed graphics. I want to learn to create my own graphics now. I have a choice between 2D and 3D. 2D, i can copy web templates / overdraw pictures etc. but with having to draw, for example, a monster at multiple angles with multiple frames from scratch, as a beginner i know itll be tough and time consuming. My other option is to go 3d eg blender, create a model, and screenshot/modify the model as appropriate for use in a game. I realise that i would learn my choosen software by creating shapes, eg squares and spheres, then merge these to make more advanced models. I would like to go 3D, as it allows for different angles, can anyone advise me on how much longer and difficult to learn this would be compared to sprites. Kindest Regards
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