On a whim I decided to try and make a turn based strategy/board game movement system without using arrays, grids, or tilemaps.
It turned out to be quite a bit of fun.
I am trying to figure out the best combat style right now and can't really decide on what I want. Each unit has either a melee detector or a ranged combat detector (or both for archer) attached to them and if it is overlapping enemy then they can attack it as it currently stands (I removed enemies in the example below since they aren't done yet). I have several ideas on how to implement it but would like opinions on what people expect for a turn based game... should cursor turn to combat icon if a unit is selected and detector overlapping an enemy and then calculate combat when enemy clicked.. or should I have a popup window with stats and a "battle" button come up when units can engage... no idea is to crazy. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
If you would like to see how it works thus far then click the link below.
Drag the units you want into the starter squares (light green) and then click "Start". If you drop one without placing it, it will pop back to where it began.
As it currently stands once you click start you can no longer bring in reinforcements as they are grayed out now.
Depending on the movement style you have selected (allow angle or 4-way only) you can now click a unit and see where it can legally move to, once you click where you want to move it will go there. If you decide not to move you can click the small cancel icon that pops up on a unit when it is selected.
Once you have moved all the units you want you can click "End turn" to reset their movement to begin again. There are no enemies yet so end turn just reverts back to you for now.
The "Reset" button does just that, resets everything like it was when you loaded in.
The Forest and Swamp overlays cost additional move points to enter. Forest I think cost 1 move and Swamp 2.
The black squares are just to demonstrate squares like Mountains and other unaccessable squares.
The units have the following movements:
Infantry: 3
Archer: 3
Cannon: 2
Ugly ass Horse: 5
https://dl.dropboxusercontent.com/u/234 ... index.html