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TIGSource ForumsCommunityDevLogsBurden of Command
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SpeakUpGames
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whimsy


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« on: January 28, 2015, 09:30:57 PM »

Long time lurker first time logger  Coffee

Burden of Command
Overview:
    Burden of Command is a game inspired by one of my favorites of the N64: Ogre Battle: Persons of Lordly Caliber. Command your units around the battlefield as you achieve your objectives, whether it be simply capturing your enemy fortresses or chasing down every last one of them. With the necessity to lead comes the responsibility to lead; protecting one alliance or even a friend may mean sacrificing another.

Screenshots:




Short Term Goals:
  • Game foundations, including damage and leveling decisions for units
  • Working combat system
  • Beginnings of level designs
  • Unit design decisions
  • Slightly better placeholder visuals
  • Rough storyboard of overarching backstory
  • Fixing bugs WTF

Long Term Goals:
  • Development of backstory lore
  • Game hub for missions
  • Save system
  • More polished graphics
  • Finished product  Giggle

About me:
    I'm a web developer turned indie game dev by night. Developing this in Unity, and as you can see from the generic assets, I am a programmer by trade and not an artist, so that may be lacking but bear with me. I felt the need to have a devlog as motivation for myself to make a game to completion, since that's REALLY REALLY HARD.
The game title is a WIP; if I get around to developing more of the backstory it'd be nice to work it into the title ala Ogre Battle.
« Last Edit: February 15, 2015, 10:35:24 AM by SpeakUpGames » Logged

michael_Lochlann
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« Reply #1 on: January 28, 2015, 09:45:09 PM »

Looks cool!  And I am a fan of tactics RPGs.
Do you have a composer yet?
I'm willing to work for free to get my name out in the industry.
Here is an example of my video game OST work:
https://soundcloud.com/christophercollins-3/summoning-aeons


Here's my email, if you are interested please shoot me a note.
[email protected]
Michael Lochlann
Composer
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SpeakUpGames
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whimsy


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« Reply #2 on: January 29, 2015, 08:33:54 AM »

Looks cool!  And I am a fan of tactics RPGs.
Do you have a composer yet?
I'm willing to work for free to get my name out in the industry.
Here is an example of my video game OST work:
https://soundbutt.com/christophercollins-3/summoning-aeons


Here's my email, if you are interested please shoot me a note.
[email protected]
Michael Lochlann
Composer

Thanks, I'll keep you for reference when I start pulling things together for the music  Smiley
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Superb Joe
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« Reply #3 on: January 29, 2015, 09:13:46 AM »

that's a really small castle
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SpeakUpGames
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whimsy


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« Reply #4 on: January 29, 2015, 09:54:41 AM »

you know what they say about small castles  Wink
small princesses
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SpeakUpGames
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whimsy


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« Reply #5 on: January 31, 2015, 08:36:40 AM »

Some visual updates today. I decided that the 2D/3D split I was doing before was a little silly, especially with Unity's terrain editor available. So I got to work changing the flat map view to something more interesting.



Updates since last time:
- Removed 2D map and replaced with terrain (visual function only, still a 2D grid movement)
- Removed fog of war
- Played around with Unity's terrain system and built in basic water shaders
- Currently working on enemy AI
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SpeakUpGames
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whimsy


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« Reply #6 on: February 01, 2015, 01:00:38 PM »

Spoders /\ Blink ^ Blink/\


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SpeakUpGames
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whimsy


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« Reply #7 on: February 07, 2015, 09:14:23 PM »

Today I decided to cut the player-controlled turns and instead go for a time-based switching of turns, which may eventually be collapsed to a more real-time approach. Or, I was also considering the possibility of letting the player control time in some manner.
I was also playing with some camera swooping stuff to make the game a little more interesting. I'd like to do some fluff work tomorrow because a lot of the foundation is built and I think it could really benefit from some visual appeal.

Anyway, here's a couple gifs:




The spider's pathfinding isn't great right now, but at least I got them to avoid going in the water.
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SpeakUpGames
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whimsy


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« Reply #8 on: February 15, 2015, 10:38:17 AM »

Work is going steady today. I set the groundwork for the Inventory system and it's working smoothly.
Combat is a little more exciting now that the enemies will chase after your units, and even attack your base if you draw them in too close. I also found some neat environment effects on Unity's asset store so the test level now has rain  Smiley

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whimsy


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« Reply #9 on: March 06, 2015, 08:19:14 PM »

It's been a while since the last update.

The combat system has been reworked. Instead of combat taking place in the main field as shown last time, the units are now taken out of the normal flow and fight one-on-one.
But also, "unit formations" now exist with up to 3 units in them. One unit in front, two in back. The way your units are positioned affects how they take damage in combat.



But also, each individual unit has a movement speed on the battlefield. A team with a bunch of Knights may be strong but they aren't getting anywhere quickly. On the other hand, a team with a couple archers and a knight has a higher average speed.

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