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1361747 Posts in 63488 Topics- by 55362 Members - Latest Member: Devynn

June 19, 2019, 12:14:44 PM

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TIGSource ForumsCommunityDevLogsZemeroth - an open source 2D turn-based tactical game
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Author Topic: Zemeroth - an open source 2D turn-based tactical game  (Read 311 times)
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« on: May 19, 2019, 04:26:50 AM »

Zemeroth is a minimalistic 2D turn-based hexagonal tactical game written in Rust.

You can try the current version:

The current version (v0.5, 2019.05.13) looks like this:

Zemeroth is based on ggez and good-web-game game engines.

The project is completely open source (MIT/Apache): https://github.com/ozkriff/zemeroth

The project is still in early stages of development, but the vision is:

- Random-based skirmish-level digital tabletop game;
- Single player only;
- 3-6 fighters under the player’s control;
- Short game session (under an hour) and small unscrollable maps;
- Simple vector 2d graphics with just 3-5 sprites per unit;
- Reaction attacks and action’s interruption;
- Highly dynamic (lots of small unit moves as a side effect of other events);
- Intentionally stupid and predictable AI;


Inspirations: Into the Breach, Banner Saga (Survival Mode), Hoplite, Auro, ENYO, Minos Strategos, Battle Brothers.

Links: github, devlog, twitter, vk, fb, itch.io, imgurlog.
« Last Edit: May 22, 2019, 12:37:20 PM by ozkriff » Logged
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« Reply #1 on: May 19, 2019, 04:36:37 AM »

Zemeroth v0.5

A few days ago I've released Zemeroth v0.5.
Main features of this release are:

- migration to the ggez engine;
- web version
- itch.io page
- campaign mode
- AI improvements
- visual updates
- tests

Read the details in the devlog post: https://ozkriff.github.io/2019-05-13--devlog-zemeroth-v0-5
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« Reply #2 on: June 05, 2019, 03:11:47 AM »

First Vlog, visual updates, spreading the word

Here’s my first video devlog ever:

I hope to keep these videos short and release them every week or two.

Visual Improvements

I’ve been mostly working on small visual improvements.

First, a tile under the cursor is highlighted now. Highlighting is disabled though on touch devices (by ignoring an event if its delta movement is zero).

Next, agents now can be flipped horizontally to match their action’s direction. I’ve wanted to add this for a long time because sometimes units were attacking each other backwards and it was weird.

Added simple dodge animations when an attack misses

A helper message is now shown when an agent’s move is interrupted.

Now agents have special sprite frames for some abilities. It’s a compromise between having real animations and only having static pieces.

Also, spearman will get special directional attack frames soon, because he can attack enemies two tiles away from him and it looks weird with completely static sprite sometimes.

Spreading the Word

There’re a couple of non-code updates.

I’ve added a “Roadmap” section to the readme to show in which direction the project moves.

I also added a new “Inspiration” section 1 with a list of games that inspire me to work on Zemeroth.

The game now has a text logo. It’s a manually “low poly vectorized” text written with the Old London font. Not sure if it really fits the game, but it’ll do for now.

I got the ozkriff.games domain (but haven’t created a landing page there yet, so it redirects to the devlog for now).

fb.com/ozkriff.games and vk.com/ozkriff.games pages were created.

And I’ve revived my Patreon page: patreon.com/ozkriff

That’s all news for today. Smiley
« Last Edit: June 05, 2019, 03:17:25 AM by ozkriff » Logged
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