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877246 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 12:20:56 AM
TIGSource ForumsDeveloperFeedbackDevLogsGriddy Heroes (Grid-based HoMM-like game)
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Nillo
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« on: February 06, 2012, 12:23:05 PM »

I just finished a game, and I can already feel the itch to start a new one. Let's do this! Woo!

Here is a sketch of my battlefield layout (all sprites are placeholders):



Basically, my inspiration for this game will be the Heroes of Might and Magic series. I want a game where you control a party of characters, recruit new ones, slay monsters to collect treasure and experience, and generally have fun in a turn-based RPG setting.

So yeah, I haven't started coding this yet, but I'm very much open to ideas and comments.
« Last Edit: February 12, 2012, 06:38:58 AM by Nillo » Logged

My finished games: Griddy RPG
My current project: Griddy Heroes
Nillo
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« Reply #1 on: February 06, 2012, 12:45:32 PM »

Random thoughts:
-I might want to make the game "impartial" in terms of creatures - basically the only difference between a hero and a monster should be which side they are on. This means that I can do all sorts of cool things later, like add a monster to the party or make the heroes fight each other.
-Characters receive special traits as they earn experience. For example, a Warrior type might have "Healthy" trait that makes him resistant to poison. Unlocking new traits will gradually cost more experience. I could also limit the maximum possible traits to four. This would mean that the player would always have to choose some traits for their heroes and forgo others.
-I need to figure out a good way to limit skill/spell use in a fight. I could do a simple "mana" system, or I could give each skill/spell a certain number of uses per fight. This will make a significant difference when balancing the spells later on.
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Nillo
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« Reply #2 on: February 06, 2012, 03:07:40 PM »

What I did today
Coded movement for heroes and selecting units. A selected hero can now move, and their Moves will be reduced by 1 for each step. When all heroes have used all their Moves, the game proceeds to the enemy turn (where nothing currently happens). After the end of the enemy turn, the game will go back to the player's turn and the heroes can move again.
Player can select different heroes by clicking on them or by pressing Tab. When Tab is pressed, the next hero is selected. The next hero is also automatically selected when a hero runs out of Moves.
The interface now displays all information related to the selected unit properly.
Finally, added a collision detection system so heroes can't move into trees and stuff.

What I'm going to do next
I'm going to make a simple artificial intelligence system for hostile units. It will be based on a delay variable, and the player will be able to set how fast they want the AI to move during their turn.
The monsters should move randomly until they notice a hero unit. If they notice a hero, they should move towards that hero.
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« Reply #3 on: February 06, 2012, 03:46:27 PM »

I've always wanted to try Heroes of Might and Magic; now I get to do that, and play some delicious indie stuff. Looking eagerly forward to progress!
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Nillo
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« Reply #4 on: February 07, 2012, 04:26:10 AM »



What I did today
Big stuff! Monsters now have a simple artificial intelligence. Each one of these "blob" enemies has a sight range of 256 pixels. When it is not alerted, it will move randomly. If it sees a hero, it will become alerted and move towards the closest hero it can find.
The delay is currently set to 20, so the AI will move once for every 20 application ticks. When the AI has used all its moves, the turn goes back to the player and the heroes can move again.

What I'm going to do next
Code the actual attacks. If a hero tries to move into a monster, or the other way around, it should initiate an attack action. The attacking unit should damage the target based on the attacker's Attack and the target's Defense.
I should also code a message system. Messages will display at the top of the screen. They will say how much damage is dealt by attacks and many other kinds of useful information.
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« Reply #5 on: February 07, 2012, 07:20:50 AM »

I have reached a milestone in this project: The first playable build Grin

You can download Griddy Heroes v0.01 here: http://solidfiles.com/d/da9f1a82a4/

What I did today
Units can now attack each other. If the HP of a unit drops to zero, it dies. Attacking with a unit costs all remaining Moves of that unit.
I have also added a message system. The messages display important information such as the damage dealt by attacks.
I have added a simple menu screen with three buttons. Pressing one of these buttons sets the difficulty level of the battle, which affects the units you control and the enemy units you are fighting.

What I'm going to do next
I'm not sure. I might start working on spells, skills or special unit traits. We'll see  Smiley
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« Reply #6 on: February 08, 2012, 05:27:41 AM »

Bad News. I have encountered a fatal crashing error in Construct when repeatedly moving between two layouts.

This actually isn't the first time I've encountered this error; I also found it in Griddy RPG, where it would cause the game to crash if you went back to the main menu from the game layout, and then returned to the game layout. I solved this problem back then by simply making it impossible to reach the main menu from the game layout. However, in this new project, changing layouts many times during gameplay will be essential.

I'm putting this project on hold until I can figure out what to do about this. If necessary, I may move the project to Construct 2. It depends on my economical situation (that stuff is expensive) and advice from my fellow forumers on Scirra.
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Nillo
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« Reply #7 on: February 09, 2012, 01:04:25 AM »

What I did today
Fixed that cursed crashing error. Hopefully. I've tested it a few times, so it should be okay.
I also implemented some randomness into the enemy movement. If a hero is positioned diagonally away from an enemy, that enemy will no longer be predictable and pick the same direction to move in every time.

What I'm going to do next
Implement a targeting system for spells and skills. I want to have a special selector that shows the area that a skill/spell will affect, and a range indicator showing how far you can use the skill/spell.

Random Thoughts
I might want to consider making skills and spells more different from each other. Right now the plan was to have both of them be "one use per fight". I might make the skills multi-usable and the spells single-use. This would mean that spells would generally be stronger than skills, but require more timing on when to use them.
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« Reply #8 on: February 09, 2012, 04:39:44 AM »

Range indicators!

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« Reply #9 on: February 09, 2012, 01:36:44 PM »

What I did today
A fireball spell. Grin
It deals damage equal to the user's Magic attribute to one target unit, and half that amount to all adjacent units (including allies and enemies). Like all future spells, it is only usable once per battle.
All units who are damaged by any skill or spell will become alerted.

What I'm going to do next
A healing spell that restores the hit points of a target unit.
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« Reply #10 on: February 10, 2012, 01:56:07 AM »

New playable build! Download v0.02 here: http://solidfiles.com/d/9fa697a25c/

What I did today
More spells than you can shake a stick at. Smiley
I've created the new spells Heal, Test of Faith and Burning Hands. Currently, these are making the wizard unit a little overpowered, but I'll worry about balance issues later in development. Tongue

What I'm going to do next
Probably skills or traits. I'm considering giving the Fighter unit a "Cleave" trait, which makes it deal damage to nearby enemies in addition to the primary target. But I also want to give him some skills so he is actually fun to use in battle.
I will also create a help window that shows information about the skills and spells of the selected unit.
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Nillo
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« Reply #11 on: February 11, 2012, 07:01:51 AM »



What I did today
Worked more on the spellcasting system. It is now possible for spells to have a minimum range. The red area shows where you can't cast the spell.
Also, I improved targeting controls a little. If you're at the edge of casting range and press one of the arrow keys, it will move towards that direction. For example, if you're at the right edge and press up, it will move up and to the left.

What I'm going to do next
Probably more types of spells or spell descriptions. I'm thinking about adding a Flamethrower spell that is cast in a line originating from the caster. This will require some additional targeting code.
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« Reply #12 on: February 11, 2012, 08:35:27 AM »

Random Thoughts
I'm doing a rough draft of the experience system. I want it to be easy to upgrade units a few times, but make it really difficult to create a "super powerful" unit. Exponential growth is key.

Stat upgrade costs:
Based on the original value.
Upgrade costs rise exponentially with each upgrade.

Base cost: 50 experience
Cost doubles after every upgrade
Formula: (Base cost) / (Base value, minimum 1) * 2^(number of upgrades), rounded down

Using the following base values: 3 attack, 2 defense and 0 magic
Upgrade from 3 to 4 attack costs 16 experience.
Upgrade from 4 to 5 attack costs 33 experience.
Upgrade from 5 to 6 attack costs 66 experience.
Upgrade from 2 to 3 defense costs 25 experience.
Upgrade from 3 to 4 defense costs 50 experience.
Upgrade from 0 to 1 magic costs 50 experience.
Upgrade from 1 to 2 magic costs 100 experience.

Buying a new ability (trait, skill or spell):
Cost rises exponentially with each bought ability.
Original (non-bought) abilities of the unit are not counted.

Base cost: 30 experience
Formula: 30 * 2^(number of purchased abilities)

Unit with 1 ability has to pay 30 exp to get 2 abilities.
Unit with 1 ability and 1 bought ability has to pay 60 exp for 3 abilities.
Unit with 1 ability and 2 bought abilities has to pay 120 exp for 4 abilities.
Unit with no abilities has to pay 30 exp to get its first ability.
Unit with 1 bought ability has to pay 60 exp to get 2 abilities.
Unit with 2 bought abilities has to pay 120 exp to get 3 abilities.
Unit with 3 bought abilities has to pay 240 exp to get 4 abilities.
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Nillo
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« Reply #13 on: February 12, 2012, 05:27:06 AM »



What I did today
Spellcasting AI. Smiley
The AI currently knows how to cast the following spells: Fireball, Heal and Burning Hands. The AI does not consider secondary targets when casting Fireball, and it does not heal other allied units except for itself.

What I'm going to do next
Improve the AI so it does not cast Fireball when an allied unit is in the blast radius. Also make it possible for the AI to heal other units, and implement AI for the Test of Faith spell.
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« Reply #14 on: February 12, 2012, 06:20:58 AM »

This is getting really interesting Smiley
I think that if you improve the graphics this would be awesome. I mean, unless the idea whole is to have a sketchy look (which is cool too, depending on how it's made)
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