I started new project that fits this theme, idea gave me Rolo in his project forum.
its Turn-Based Space Combat system.
Originally I wanted to make it half turn based/real time (aka all players iniciate actions and these ations will be executed simultaneously at the end of round), however that turns out to be impossible to balance/coordinate, so only turn based now.
It presume some kind of space tileset, im now using my Map Mats tileset (but modified it to make black terrain walkable), but any other with space feel is okay too.
So far for my testing Im using a modified drow boat (30%size, added monster nodes) as a character appearance. In the space tileset the player is turned into space ship. I presume that until an enemy will appear (it would need a new perception 2da line with smaller visibility for ships) it will be realtime but as soon as some hostile object appears game enters turn-based mode and each participant gets conversation with choices he can do (see screenshot). I will calculate initiative based on a ship engine (smaller/lighter=faster) which will decide who gets first move.
Each ship will have different properties, technologies and weapons, so far this is what I think of:
- hitpoints/damage
- fuel
- movement speed
- weapon immunity %
- shields
- camouflage/invisibility
weapons:
- laser/phaser (on last image)
- cannons (shooting projectiles aka BSG cannons)
- torpedos (autotarget missiles)
I have so far only a sample of all of this and it needs a further adjustments, the ship is still too big and I think it should fit into one of square in tile (mainly in order to need smaller areas).
Notice: I dont think I can do all of this in this month and I plan to release this rather standalone...
screens: hyperlinked to higher resolution
Modifié par ShaDoOoW, 15 septembre 2013 - 10:51 .