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878393 Posts in 32920 Topics- by 24333 Members - Latest Member: blackarm

May 21, 2013, 07:32:32 PM
TIGSource ForumsDeveloperFeedbackDevLogsGriddy Heroes (Grid-based HoMM-like game)
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Author Topic: Griddy Heroes (Grid-based HoMM-like game)  (Read 2308 times)
Nillo
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« Reply #15 on: February 12, 2012, 06:30:13 AM »

I'm no artist, so I will have to find someone else to do the graphics for me. Right now, though, I just want the game to work. I can worry about how nice-looking the sprites and the interface are later on after the underlying system is in place.

For reference, you can look at the sprites I made in Griddy RPG. Those are pretty much the pinnacle of my sprite-making skill. I drew stickmen for the human characters, and played everything else by ear.
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My finished games: Griddy RPG
My current project: Griddy Heroes
Nillo
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« Reply #16 on: February 12, 2012, 07:02:13 AM »

Random Thoughts
Here are some skills I'm thinking about adding in. Note that unlike spells, these are going to have unlimited uses per fight, so they have to be a little less powerful or only powerful in specific situations. Using a skill or spell costs the entire turn; skills or spells cannot be used if the unit has less than their maximum Moves.

Push: Pushes the target unit away from the user of the skill. The target is pushed two squares. If the target collides with an obstacle, they take damage equal to a normal attack. If they collide with another unit, both units take damage. If there is a unit in the square behind the target, no damage will be dealt, but it will still attempt to push the target and the unit behind the target one square each. If there are units in both squares behind the target, the skill will fail.
Shoot: Deals normal damage to a target unit, but with added range. The skill will fail if there is a hostile unit adjacent to the user. Also, most units with the Shoot skill will have a "Melee penalty" trait, which makes them deal reduced damage with their melee attacks.
Sunder: Applies the "Sunder" debuff to an adjacent unit, which reduces that unit's Defense for the rest of the fight.
First Aid: Heals the user or a unit adjacent to the user equal to 25% of their max HP, rounded up. The skill can be used multiple times, but each unit can only be affected by First Aid once per fight.
« Last Edit: February 12, 2012, 07:07:17 AM by Nillo » Logged

My finished games: Griddy RPG
My current project: Griddy Heroes
Nillo
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« Reply #17 on: February 14, 2012, 08:24:52 AM »

New playable build available! Get it here: http://solidfiles.com/d/358184f30e/

What I did today
Added a line of sight system for skills and spells. Smiley
Some spells are now restricted so that you cannot cast them if the target is not within your line of sight. In other words, there must be no "Terrain" objects between you and your target. Note that units currently do not block the line of sight, but this may change later on.
Added the "Regeneration" trait and gave it to the Blob unit. This allows the Blob to regenerate one hit point at the end of its turn. It actually regenerates 25% of its max HP per turn, rounded up, which is 1 HP for the Blob unit.

What I'm going to do next
I may begin work on the creature data system, create ranged units, or do some AI improvements.
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My finished games: Griddy RPG
My current project: Griddy Heroes
Nillo
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« Reply #18 on: February 17, 2012, 03:23:46 PM »


A new unit has been added: The Rogue. He can shoot enemies from a distance of up to 5 squares with the Shoot skill and the Ranged trait. However, this trait also has the drawback of causing the unit to deal only half damage with melee attacks. The Rogue also has the "Stealth" trait, which I'll go into more detail about below.

I have made major changes to the system which alerts enemies. Now, not only can enemies be alerted by seeing a hero, they can also be alerted if there is a suspicious sound. Moving a unit, attacking, using skills or casting spells will almost always generate some sort of sound with varying degrees of intensity. If a unit has the "Stealth" trait, the intensity of those sounds may be reduced or even eliminated, allowing that unit to move more freely without being detected.
Units with an Intelligence value of 2 or higher will call for help if they notice a sound, assuming that they are alive at that point. If a Rogue is strong enough, he might be able to kill an enemy instantly and prevent them from alerting other enemies to his presence.
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My finished games: Griddy RPG
My current project: Griddy Heroes
Nillo
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« Reply #19 on: April 15, 2012, 01:34:37 PM »

This project is surprisingly not dead; I have just been a bit lazy about posting updates in the thread recently. At the moment, I'm doing a unit editor thing that will be used for setting the stats of units. This is mainly a developer tool, but it will be distributed with the game in case players want to tinker with it. I'll post a screenshot of the tool here once it is closer to being completed.
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My finished games: Griddy RPG
My current project: Griddy Heroes
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« Reply #20 on: July 10, 2012, 12:20:32 AM »

What a nice little piece. Still being worked on or what?
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Nillo
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« Reply #21 on: July 10, 2012, 12:25:57 AM »

Oh, yeah. I'm currently doing an overhaul of the menu system so it will be controlled by the keyboard and work with external data. When it's done, I expect that many more battles will be included with the game as well.

Progress has been a bit slow due to being occupied with full-time work and other matters. But now that my vacation started a few days ago, I expect to be able to get the most significant hurdles in this game's development out of the way during this time.
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My finished games: Griddy RPG
My current project: Griddy Heroes
Nillo
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« Reply #22 on: July 14, 2012, 09:30:24 AM »

Here is Griddy Heroes v0.06 for download: http://www.solidfiles.com/d/ae99626e13/

The highlight of this version is the new menu, which loads data from external files. Consequently it's much easier for me to make more battles (which I did). The menu will also show a tiny little diamond next to each battle that you have completed. As always, the graphics are placeholders and a more detailed list of all changes in this update can be found in the readme file.
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My finished games: Griddy RPG
My current project: Griddy Heroes
Nillo
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« Reply #23 on: July 14, 2012, 09:34:25 AM »



A screenshot of the new menu, just in case that is a thing someone wants.
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My finished games: Griddy RPG
My current project: Griddy Heroes
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