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1362000 Posts in 63514 Topics- by 55393 Members - Latest Member: sherylbutler

June 25, 2019, 03:06:30 PM

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TIGSource ForumsCommunityDevLogsArclands - 2D Survival City Builder RPG
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« Reply #20 on: January 11, 2019, 02:59:02 AM »

Fantastic! Will try this out for sure when you have a demo.
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JonKeller
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« Reply #21 on: February 06, 2019, 05:15:53 AM »

Thank you. Smiley I wrote a new little devlog about losing!

DevLog #1 - Death & Magic

There are two ways to lose in Arclands - either your main building gets destroyed or your citizens grow so unhappy that they leave. In a regular city building game you'd have nothing to carry over to your new city - that always struck me as a little disappointing. That's one of the reasons why I wanted to give Arclands more RPG elements - mainly a main character that grows stronger with you. This mechanic obviously has been popularized by modern roguelikes which make failing part of the fun - but Arclands is similarily inspired by older hero driven RTS games like Warlords Battlecry and Spellforce.


Uh oh.


Depending on how well you did (like how big your city was, how many rare artefacts you've found...), you get benefits for your next try. You can carry over some of your most loyal citizens, salvage rare resources and get EXP for leveling up. This serves two functions: the early game becomes shorter, so you don't have to invest a lot of time to get to where you once were, and you become stronger, so you can progress even further.





Character growth is very important to Arclands - I really want to capture the feeling of getting stronger with each try. That's why I'm also implementing a diverse list of spells you can learn to defend your city better and be more likely to survive exploring dangerous places. Some may be learned by simply leveling up and choosing on a skill tree, others can only be found hidden in the wilderness. Here's a cute little meteor spell for you:





Well, that's it for now. Hope this was interesting to you - see ya'll next time. Smiley

If you want to stay up to date consider subscribing to my mailing list here. Thank you!
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JobLeonard
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« Reply #22 on: February 06, 2019, 09:35:15 AM »

Looks great! Have you considered locking the controls to the wizard, similar to Factorio?

I have thought a lot about this because It's important to me that you feel a connection to your main player character. But since you need to be able to take control of your other units too, that idea fell flat pretty fast. Selecting your wizard is only a shortcut away though.
You could make it that you can control your units remotely if your wizard is in the wizard tower (like they're using some kind of Palantir thing) but controls are locked to them Factorio style otherwise.

Of course, that leads to the question of why would you ever leave your Wizard tower, but that could be a fun thing to play with in and of itself.
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JonKeller
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« Reply #23 on: February 10, 2019, 02:29:06 AM »

You could make it that you can control your units remotely if your wizard is in the wizard tower (like they're using some kind of Palantir thing) but controls are locked to them Factorio style otherwise.

Of course, that leads to the question of why would you ever leave your Wizard tower, but that could be a fun thing to play with in and of itself.

That's an interesting idea, but that would mean you'd have to go back to the tower everytime you would want to select another unit. I've decided on a system where you can select anything anytime, but If you have 'nothing' selected you are controlling the wizard. Makes the most sense to me and is the quickest to navigate.
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