Tactics: Age of Affliction
formerly Magnolia
What started me on this project
I've been working on this project, since early October '18, (after
Roguebreaker, and
Build Up The Base before it), and I'm ready to start sharing stuff with you guys! Right off the bat, if you want to talk to me about the game, or get a free pre-alpha Steam key for it, join my
small discord I started, and message me there! I'd love to hear what you think!
I've been playing
Dominions 5 pretty casually over the last year or so, and I loved getting into these huge battles where all these stats came together in very impressive ways, and I thought that I could make something similar, with a much smaller scope and some user experience improvements. One thing led to another and now I'm basically making a 2D combat simulator, where you set up a bunch of orders in advance and then watch it play out. The set up is as follows:
The PremiseThe world is angry and cyclical, dark souls style. so every XX years, this huge ragnarok event happens and wipes everything out. You wake up and need to get your shit together to rebuild civilization and stop the thing from happening next cycle.
The idea is that you'll have a shitty camp, go out out on an excursion with a few buddies, fight some dudes, gather their bones and gear, craft some new upgrades for your base, unlocking new gear, and levelling up your dudes. The idea is that you're in a constant loop of going out of base for resources, then spending those resources on gear and unlocks.
The trick is that you don't have much active control of anything, you set up itineraries for your parties to go to, and before battle, you set up Tactics so that your dudes attack someone if they're weak, or cast a fireball if they're vulnerable to fire. Say you schedule a trip to the Plains of Smapply to get some sweet green ooze for your homies at home, you might get ambushed by some dick trolls and need to fight them off, then you decide whether you want to go back to base to heal poor Tommy, or to continue as planned and potentially sacrifice the guy for a few more bits of ooze to slap on your sword.
This is the last project I'm going to try to make before my savings are out, so I'm trying to make it as big as possible, compared to
Roguebreaker, my tiny roguelite-breakout game, but still keeping the scope tight enough that I can actually finish building it. I'm hoping that within a few months I can get a rough MVP out in Early Access to not only fund the development, but get as many people involved as I can.
The first gif I've got recorded was when I just got the combat system barely visualized. It starts with the game telling you you ran into a combat encounter, then it moves to the PreBattle screen, where you set up your squad, then it goes into battle. You can see the text output log is very rough, dense and hard to read. Nothing is sized right. Scrunched and weird. The manual battle controls on the left:
Here's the next gif, where you can see the positions in the grid being decided by the type of equipment the units are wearing. Melee units in front, ranged then casters behind them. Melee units can only attack those directly in the front, so if any melee characters are alive in the enemy ensemble, the ranged and caster units are safe.
I was very happy to get the list in the blackness on the left. It starts out ugly here but I keep making it nicer as time goes on. With this, the first inkling of a game was growing:
Then I went back and tweaked a lot of the InBattle scene, where I spread things out, added some nicer panels in the back of elements, cleaned up text just about everywhere, and added the Initiative list along the top, so you could see who's going to attack next
Then I started animating the grid a little bit on 'next turn', so that you could get a better sense of what was happening each turn without reading all that much
Here's just a small UX change I made, combining the 'start round', 'next turn', and 'end round' buttons into one, so you can just mash 'next' and it'll play through the battle
Then I wanted to start showing the game off to some close friends who haven't played, or let alone heard of, Dominions 5, so I added some hover text to a lot of the output log. I was diligent in tying some metadata to each of those log messages, and assigning them a category. The category is read and then text is rendered based on that category. Think 'AttackStarted' or 'RanOutOfStamina'. This is one of those usability things that would be nice in Dom5, if anyone at Illwinter is reading.
Here, I added the start of inspecting a unit, so see all its stats. Standard stuff like HP and resistances, but some neat to-hit and to-damage type stats, very familiar to any Dom5 player, and most RPGs. There's also a PostBattle screen now, so you can see not only how you did, but how the enemy fared too.
You can inspect the pre-battle, in-battle and post-battle panels. As you probably know, the more nice stuff you add, the more its obvious what you're missing.
Here the inspect weapon, armor and actor panels are shown. You can see how most keywords have highlighted text. More colored text in the listviews to the left of PreBattle. Not a huge visually impressive change, but its a nice-to-have that goes a long way in helping the game feel more cohesive, even if its early.
Here those same panels are improved again, this time adding hover-text that explains how they work, and I'm using my friend's brother's art as placeholder profile picture. This was one of those 'holy crap, there's something here' moments that I think a lot of us love about gamedev.
This gif shows off the flavour text and information added to the combat encounters representing the idea that player knowledge and experience will help you design your party. More of the inspect panels are shown, and a bit of the Tactics editing you can do in the game.
This shows more tweaks to the InBattle scene, where you've got colors for the actor tiles to give you an idea of their HP at a glance, and then they tilt when they finally die. I also added a verbosity control, so if you only want a bit of text, you can see the summaries of turns instead of all of the nitty gritty. What's cool about this is that while I was adding in the categories from earlier, I proactively added in that metadata to generate the summaries on the fly, rather than hard code them like I did in the verbose mode. Like most things in this gif, I'm probably more proud of that than I should be!
Here's the last gif of the day. This shows off the screens you might see before heading out on the excursions, where you plan what you want to do, and check up on your dudes to make sure they're not dying. I want to give a shoutout to
BlueSwordGames for letting me use his beautiful battlemaps as WIP placeholders, they are gorgeous, and I recommend checking out his Patreon.
You've got the screen where you can see the status of all of your ensembles, the Workshop where you'll craft your equipment and items to use in combat, the Storage where you'll keep the resources you've earned after you complete your excursion, and the Itinerary planner, where you'll mark the locations you want to go. If you need wood you'll go to the forest and hope you don't get swarmed by Elves for example.
These gifs were made between Oct '18 and Jan '19.
Anyway that's about it for now! If you're interested in try the pre-alpha to let me know what you think, let me know and I'll send you a Steam key for it and tell me what you like and don't like. I'm working very hard on the game and I'm trying to get a playable version out for everyone
maybe towards the end of next month, but we'll see how that goes. If you can't wait, hit me up for a Steam key.
If you want that pre-alpha key or to let me know directly, join on
my small Discord at
https://discord.gg/theworldoutside. It's just me and a few buddies, so I'm always around.