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Clandestiny
Clandestiny








clandestiny

I won’t release the prototypes until they are both finished, so you can try them both out at once. So all hail the return of the 40-hour game! I’ll be writing a version of both Star Kittens and ClanDestiny and going from there based on your feedback from them. What both Star Kittens and ClanDestiny need are prototypes. Which should I make? The answer, of course, is both, but the order and priority I give both games is important. I think this design works, and even better, it’s not that difficult to program. So I don’t think the SoD will be that big a problem. Can you pull your SoD back in time to take them back? Either way, you’ve been put on the back foot. Meanwhile, several small, fast strike forces are taking the undefended cities in your backfield. You attack a city and are repulsed by the city’s defensive bonus plus the fact that while there are fewer units, they are better-equipped than you. So you’re wandering around with your stack of doom. It also may not be using the best technologies. I think making it so that you can’t undo armies makes it so that you’ve got a Death Star: yeah, the town its currently attacking is doomed, but all the other towns are relatively undefended because you’ve spent so much production on this one thing. You try to attack or subvert your enemy’s settlements into joining your side. You make combat units so you can start taking claimed settlements.Įverything eventually gets claimed and the infighting starts. You make units so you can start taking unclaimed settlements. You start with three settlements (thus, you can do three things a turn). You can have an army guard a city, or move it around the map and attack with it. Terrible thing in the original Civilization. So stacking units is actually a good thing, where it was a BUT, once you put a group of units into an army, you can’t remove them (though you can add more units). Armies are basically just a stack of units. We’re going to greatly simplify how units work by allowing the player to group them into armies. Culture still works, but it’s much harder on aligned settlements, so the traditional way will be to attack them with armies.Īrmies. Once everything is claimed, the tribes will start trying to take territory away from the other tribes. Lots of settlement sites in the center that are either vacant (so you can easily build a city there) or have unaligned cities on them (which you must either conquer or culturally absorb).

clandestiny

Several tribes all starting at the edges of the map. The tree is going to look very similar to a WoW talent tree. But there’s only one tree and it’s not very big – in fact, it should fit on one screen without having to scroll. Since this is the stone age, combat advantages amount of “oh, you discovered that leather makes your guys take a little more damage” and such, and your cultural improvements involve discovering that certain rocks sound nice when struck. Technologies are devided into three basic types – combat, civilization improvements and religious/cultural.

clandestiny

Thus, mopping up is easier because you can build all your units “on the front” instead of having to move them from the back. When you build units, you can choose any of your cities for them to appear in. That’s the number of Actions you can take. You use production to do everything in the game,įrom improving cities to buying technologies to making units.īUT, you cannot save up a ton of production and then unleash hell in one turn because you can only do as many things as you have cities (you don’t have to do them all to/in one city, but that’s your limit). Okay! So, like I said, I can think about the game all I want. Hopefully I can get a mockup of that soon. And instead of a tree I’m thinking of a wheel, since all three can interact to provide additional options. I’m currently thinking about dividing the tree into three basic areas – combat, science and culture. So putting in the tech tree now would probably be a good idea. AI can’t really be done until the base systems are in, so I’ll probably start that around the 30-hour mark. The two most complex things in the game will be the AI (the prototype WILL have one) and the tech tree. They currently do not belong to any team and are non-interactwithabble. Plus we’ve got cities and units on the map. The number/layout of the special terrain tiles like hills, swamp and desert leave a bit to be desired but I can fix that later. In the minimap area you can see the results of my terrain generation algorithm, which I’m liking a lot for the size and style of landmasses it creates. Right now I’m generating my minimap by drawing the base sprite at a really small size the amount of black in the Ultima tiles made that impossible. I gave up on the Ultima tiles, they don’t minimap well.










Clandestiny