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TIGSource ForumsCommunityDevLogsPointless Wars - [Turn-Based Pointless Strategy]
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Tukimitzu
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« on: February 23, 2016, 01:10:10 PM »

No story, no reason, no problem!
Explore a beautiful world, fight intriguing heroes using the power of nature elements and questionable war tactics.
It would be a shame if you do all that for no reason at all.


Battle Gameplay

Objective
Win 2 consecutive battles.
The Army
In order to crush the enemy, you need an army.
The Challenge
After each battle, the loser can rebuild his army, and the winner will have his army recomposed with the same units he had at the start of the previous battle.
Can you win in disadvantage?



Strategy
Well... after building your army, just go for it! Just remember your units have weaknesses and your hero can only do so many things.



You can pick a battle formation, if that helps. Just kidding, it does help.


Game Modes

Campaign: Fight for no reason!
All the answers you need.



Online/LAN: Fight for pride!
Beat people online and... get bragging rights?
Arena: Fight for power!
Beat all the heroes and... feel accomplished!



Custom Game: Fight for fun!
Remove overpowered heroes, increase luck factor, make it challenging, make it easy, play with friends.

Release
I'm planning to submit it to Steam Greenlight late 2016!
Leave your thoughts! Thanks!  Grin
« Last Edit: April 27, 2016, 09:09:58 AM by Tukimitzu » Logged

Tukimitzu
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« Reply #1 on: February 24, 2016, 10:14:18 AM »

Before


After


just ignore the lack of explosions and after effects, I'll get there!
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Tukimitzu
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« Reply #2 on: February 26, 2016, 07:30:58 PM »

Custom Formations

I'm having more fun than I should implementing this custom formation feature



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Tukimitzu
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« Reply #3 on: March 11, 2016, 02:16:57 PM »

When a human army is not enough.

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Tukimitzu
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« Reply #4 on: March 17, 2016, 09:34:26 PM »

Last hero designed   Kiss



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Afrobear
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« Reply #5 on: March 18, 2016, 05:57:15 AM »

Is there a demo (or at least gameplay video) of the game? Found it pretty interesting since I've always wanted to make something like that.

Good luck, mate, and gratz! Smiley
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Tukimitzu
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« Reply #6 on: March 18, 2016, 01:53:58 PM »

Thanks mate!  Grin
It is on my to do list.
- Finish closed Alpha version.
- Make some publicity materials.
- Launch the website.
- Release open Beta version.
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Tukimitzu
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« Reply #7 on: March 21, 2016, 06:30:19 PM »

Bringing some life to the scenarios  Tongue



Fullscreen:
« Last Edit: March 21, 2016, 06:37:48 PM by Tukimitzu » Logged

Tukimitzu
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« Reply #8 on: March 31, 2016, 04:16:45 PM »



I need a way to show the player which units are being targeted.
I'm using a circle, the darker the color, more resistant is the unit for the attack.
A circle highlight works fine, I think, maybe, most likely, probably?
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Tukimitzu
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« Reply #9 on: April 27, 2016, 09:10:49 AM »

I'm making the interface less dull, adding some transitions and stuff.
Unit out:

Unit in:


Oh, by the way, did you noticed this sick new logo by @jdewojno? He had never done anything like this before, what a guy.
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Tukimitzu
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« Reply #10 on: May 02, 2016, 09:26:57 AM »

Feedback icons, let me know if you have any suggestion!

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stryfe
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« Reply #11 on: May 19, 2016, 02:53:38 PM »

This sounds hilariously fun. I loved the "non-senseness" of the objectives Grin

BTW, I liked the character art. Did you do it?
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Tukimitzu
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« Reply #12 on: May 19, 2016, 06:49:07 PM »

Hehehe thanks! The easiest way to give meaning to something is to give up and don't.

We found these sprites on opengameart.org, which we liked a lot, then we made our own characters based on those.

 Coffee
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