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TIGSource ForumsCommunityDevLogsSpace Fleets: Turn-based battles in outer space
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Author Topic: Space Fleets: Turn-based battles in outer space  (Read 588 times)
Spooner
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« on: September 07, 2016, 02:34:56 AM »

Name: Space Fleets (Working Title)
Description: Turn-based, tactical space battles on small hex map, with card game elements.
Engine: Unity 5.5 Personal Linux
Platforms: Win/Mac/Linux initially, then Android then iOS
Inspiration: World of Tanks: Generals, Cards & Castles, Panzer General: Online, Ironclad Tactics

Battle view


Fleet (deck) construction view


Battles are fought over a number of turns (alternating between the two players, that can be human or AI, local or remote). Players first construct a deck from one mother-ship card and 9 squadron cards (multiplied so you have 3 of each fleet card in the deck you play from), then they can battle on the small hex map until someone's mothership is destroyed. Each ship card in your deck also adds 0-2 action cards to your deck.

The intention is to make this mainly an online PvP game (play when you want, rather than real-time), but with a single-player campaign for practice (and to unlock new cards for the different factions).

I've mainly worked in 2D before for my own projects, but I did build part of the new 3D engine for Unity of Command 2, so I'm reasonably used to working in 3D.
« Last Edit: September 30, 2016, 12:30:20 PM by Spooner » Logged

Unity of Command (ex-lead programmer) and my personal games
Spooner
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« Reply #1 on: September 07, 2016, 02:44:00 AM »

Progress so far...
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Unity of Command (ex-lead programmer) and my personal games
Spooner
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« Reply #2 on: September 27, 2016, 03:45:34 AM »

New ship models and implementation of action cards
 

Created a back-end server and allowed user creation & login


I decided to give up on having two functions on each card and, instead, have each picked fleet card also add 0-2 action cards to your deck. Also, testing on Android, I realised that animating the cards was more trouble than it was worth and also implemented some other optimisations to allow that version to work at a reasonable FPS.
« Last Edit: September 27, 2016, 02:55:13 PM by Spooner » Logged

Unity of Command (ex-lead programmer) and my personal games
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