Stormtrooper's Forum Posts

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  • Been working on (only) a bunch of maps, no unit placement just the maps themselves. Have 9 completed total now, here are some of the most recent ones:

  • Do you want constructive criticism? I’ll be honest, this trailer is kind of bad and wouldn’t want me to play the game.

    You have this over the top epic music (Sounds like some Two Steps from Hell song) and then very bad graphics of I guess a city? Then all of a sudden you switch from full screen to what looks like a video recording of your browser which is cropped, and nothing is happening! You show some fps camera with what looks like blurry zombies moving around 2 pixels per second.

    My suggestion: less dramatic music, more just snippets of action, and none of this reading stuff like “you only need to fear itself and zombies”. Just show gameplay and do small bursts of different action.

  • Still working on map 6, the exit of the cave which is map 5. I added a Pyromancer, she lights up the enemies in a great fireball magic spell!

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    Some notes also on the game: I thought about it and when I make many more maps and get closer to a release, I'll probably go back and rebalance everything. I'm not too happy with units that can just 1 shot other units, I think (unless its a critical attack) units should have a little more suriviability.

  • Magistross I need to give you a million thanks for making this dream come true!! Essentially this was really my only issue to ever even think about building a game like this, I am honestly terrible at math and creating advanced arrays like your examples. I did modify it heavily by now, even added some custom rules, but the base remains exactly like your example. Thanks again!! :D

  • Map 5 is nearly complete! It is dark dungeon with many corridors, enemies hiding in the shadows. Since the player's units cannot see very far, I decided to make their movement range also lowered a bit (you cannot walk where you cannot see so to say).

    At the end of the cave dungeon, there is also a new kind of boss, a demon with a big cleaver sword!

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  • Working on map 4, and added a new rusher type unit, the Imp. They can move 6 tiles, have a 1/3 chance to crit (might change this later), but don't do too much damage and have next to no defense.

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  • I've been reworking the movement of units, the UI and AI of enemies.

    - First, units now can move and even reposition as much as they'd like. This allows for some nice 'swapping' if the player wants a certain formation before the enemy turn.

    - Second, the UI that would appear after a unit is selected / moved has been removed. Units no longer "wait" (and become grayed out) or "cancel" back to their origin X/Y position. The player must now use the only UI button available and end turn. The turn will still automatically end if all player units move and/or attack something, however.

    - Third and finally, I've added 'zones' for the enemy units. I realized a lot of enemy units that start further away on the map often would just hold their ground, and do nothing. Now I've made these distant enemies totally inactive on the enemy phase, skipping the calculations of where they should move and what they should attack. They only become active once one of the player's units has crossed over a zone's threshold. This really speeds up the enemy phase significantly.

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  • Nice one! The graphics also remind me of the GB Link's Awakening :D

  • Work in progress on the third map in my game, the inside of a small castle. This will be a strategic battle with plenty of narrow corridors to create choke holds with knights and archers. I might also add a healing unit to the game soon, I realized the only way to heal is currently on towns or castles, so inside there are no rest tiles...

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    Edit:

    Still working on the castle, and I thought I'd show off another unit I've added, a healer! She restores any unit's HP to the full 10! Very valuable unit that player's will want to protect and utilize every turn.

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  • I'm still working on the game, I've made the first 2 maps and they are playable (seem, hopefully no bugs)!

    Also added now a Skeleton sub-boss type unit!

  • iS there any morale system that affecting units? For example if an unit surrounded by enemies that unit will likely to drop his guard or loosing focus so he can't attack properly.

    Hi alextro, yeah not yet, I could implement something like that if a unit gets kind of demotivated they'll move on their own away from the enemies (fear) or if they're motivated they do more damage and are more accurate! Its a good idea and made me think of the XCom games if you know what I mean :)

  • Progress so far: I just wanted to show off how its coming along, after adding a river for units to cross, and doing some more bug fixes, the game really does feel playable now! I will probably need a tutorial to explain that certain units are very good against others, or at least "show don't tell" the player somehow that they learn that through playing.

    I'm actually now thinking of what to add next, I guess I could start on levels and make more maps, or I could try implementing a system where you spend gold to hire more units on the map each turn and the enemy does the same...then again I wouldn't want each map to drag on and on forever.

    If anyone has any suggestions, I'm always open for ideas and comments! :)

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    I've added a more zoomed in view since now it will support mobile! (Sorry if the video quality is a bit low, I recorded it from my iPhone 11)

    You can move the camera around by swiping. Also, since the last post, I've updated several backgrounds and even created a new mountain and castle background.

  • Simple UI placeholder now available! You can move, wait or end the player's turn from a very Final Fantasy-esque command box. You can see it in the demo link I provided (if you've previously loaded that link, you'll need to be incognito to see the latest version). Also have your last unit End Player Phase and NOT Wait, otherwise the game will be kind of soft locked.