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878555 Posts in 32927 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 07:00:47 AM
TIGSource ForumsDeveloperFeedbackDevLogsMonster Commander - Tactical RPG
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Author Topic: Monster Commander - Tactical RPG  (Read 3813 times)
Soulliard
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« on: June 01, 2012, 10:50:42 AM »



Monster Commander will be a tactical RPG with an emphasis on smart decision-making over grinding and luck. Your army will consist of monsters recruited from the ranks of your enemies. Each monster will have very different abilities, and forming the right team will be crucial to achieving victory.

I've wanted to make this game for years, but I've only just started serious work on it.


For the curious, here is an early demo. Only hotseat multiplayer is supported for now.
The objective is to destroy the other player's overseer.
Most everything is controlled by the mouse. You can also use the number keys to select actions, and the arrow keys or spacebar to select monsters.
Download
« Last Edit: June 24, 2012, 11:58:36 AM by Soulliard » Logged

Udderdude
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« Reply #1 on: June 01, 2012, 12:22:29 PM »

Looks promising.  How many monsters are allowed per team, and are you allowed to stack your team with multiple types of the same monster?
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Soulliard
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« Reply #2 on: June 01, 2012, 01:02:28 PM »

Thanks. The number of monsters you can have on your team will increase as you progress further. It will probably end up being around 10, but testing will determine the exact number.

I'm currently planning on limiting teams to one of each monster, to encourage variety within teams.
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Soulliard
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« Reply #3 on: June 03, 2012, 05:46:18 PM »

The basic engine is mostly done now. Players can take turns, move monsters, and have them attack. Areas of effect and temporary conditions are all working.

Now I just need to make it usable.  Smiley

« Last Edit: June 04, 2012, 02:43:37 PM by Soulliard » Logged

Soulliard
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« Reply #4 on: June 04, 2012, 02:43:11 PM »

Working on the UI. I'll keep larger text as an option for those who want it, but the smaller font size opens up a lot of screen space.

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Soulliard
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« Reply #5 on: June 07, 2012, 10:25:14 PM »

I did some more work on the interface, and added a few more monsters. Hotseat multiplayer gameplay is completely functional already, and I've already played a few test games with friends. Next, I'm going to add the animation framework, so the action is a bit easier to follow (the animations themselves will come later).

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« Reply #6 on: June 10, 2012, 08:06:31 AM »

niiiiiiiiiice!

im following this.
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Soulliard
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« Reply #7 on: June 10, 2012, 09:37:04 PM »

I've decided that enough of the game is complete to post a demo here. It only supports hotseat multiplayer right now, but the gameplay is mostly functional. The Overseers are just placeholders, though - the real commanders will be able to draw energy from the battlefield to cast spells. Obviously, it's also still missing some graphics and sound. Smiley

The objective is to destroy the other player's Overseer.
Most everything is controlled by the mouse. You can also use the number keys to select actions, and the arrow keys or spacebar to select monsters.
Download
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Soulliard
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« Reply #8 on: June 17, 2012, 07:16:12 PM »

Multiplayer is working now, but there's no matchmaking yet, so you have to enter an IP address. I've also been adding a few more monsters and some missing gameplay elements (like proper commanders).

I figure this would probably be a good time to start introducing a few of the monsters in the game.



Boltrush
Lightning Spirit

Boltrushes spend their entire existence in the air, often high above the clouds. However, during storms, they appear closer to the ground, in huge numbers. Like most elemental spirits, they enjoy unleashing blasts of uncontrolled energy, but they rarely come close enough to civilization to cause any real damage.

In battle, boltrushes use a wide variety of lightning attacks. Though they lack the raw power of some other monsters, very few monsters resist lightning. This makes them versatile attackers. Lightning attacks heal boltrushes instead of dealing damage, so boltrushes will try to catch themselves in their own area attacks.
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Conker
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« Reply #9 on: June 17, 2012, 08:03:16 PM »

I really like this game style. Good luck Smiley
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Craig Stern
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« Reply #10 on: June 17, 2012, 08:59:42 PM »

I downloaded the game, ran it, and this is what appeared on my screen:



I'm not sure what the issue is, but I'm preeeeeetty sure it's not supposed to look like that. Also, i couldn't issue orders to any of my monsters. I recommend fixing this, as I'd like to try this game out! Smiley
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Soulliard
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« Reply #11 on: June 17, 2012, 10:20:07 PM »

I downloaded the game, ran it, and this is what appeared on my screen:
It's a problem with certain graphics cards. For now, here is a version of the game that should work for you. This fix causes some small graphical problems, so I'll have a better solution eventually.

To issue monster commands, you need to click on one of your monsters first.

I really like this game style. Good luck Smiley
Thanks!
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Franklins Ghost
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« Reply #12 on: June 18, 2012, 05:10:34 AM »

Liking the monster post. Interesting to hear about the monsters and looking forward to reading more background.
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Moczan
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« Reply #13 on: June 18, 2012, 07:08:13 AM »

I've tried the demo, even the 'compatibility' version, but I can't move mouse to the right portion of the screen (where 2 buttons are, the grid one and end turn) thus I can't play further than 1 turn of mine.

What do you use to make it? I think making it in  for example Flash would be much better choice, no need to worry about certain graphics card doing weird stuff and just focusing on gameplay
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Soulliard
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« Reply #14 on: June 18, 2012, 07:58:47 AM »

What's your computer's resolution? I think that might be the problem.
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