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Work in Progress / [NaGaCreMo 2012] Land Conquest

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Ashingda 27
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Posted: 16th Jan 2012 10:32 Edited at: 16th Jan 2012 10:32
[NaGaCreMo] Land Conquest (Strategy)


It is a shorter/simpler version of my current project Fruitwars. Truth is, this is what Fruitwars originally was suppose to be if I hadn't been so ambitious and stayed on track.

This is more of a straight Strategy play-through with little to none actual RPG elements. You still gain exp and level and choose which weapon your Monarch uses but that's about it.

Started coding this from scratch on the 1st of Jan with a couple of functions copy/pasted over. Things got way simplified and progress was fast because of it, kinda reminds me of when I first started Fruitwars.

Lots of new graphics added with 13 different weapons total all have at least 3 different attacks except for the range weapons. About 43 new faces was added, all males. Unlike Fruitwars, this game is 100% male dominant because historically female aren't usually seen on the battlefield, just kidding it's just over simplification.


GamePlay:
Game is primarily controlled by the mouse just point and click. There are no special abilities, no dialog, no real interactions between characters/AI, all you do is send your guys to the enemies and conquer them or die trying.


ScreenShots:

















MrValentine
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Posted: 16th Jan 2012 11:08
[insert french word or beep here] Me...

Thats what you manage in two weeks¿

No but seriously... fantastic work...

Please elaborate more please... perhaps a video or umm demo ... technically a video would suffice as a demo lol

Ashingda 27
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Posted: 16th Jan 2012 11:17
I will upload the project when it has less bugs should be up in about the next 2-3 days. Project size right now is about 5 MB including the sound effects which isn't even in the game yet.

MrValentine
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Posted: 16th Jan 2012 11:26
Can not wait to make my first game now...

Ashingda 27
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Posted: 16th Jan 2012 16:33 Edited at: 16th Jan 2012 16:34
Just got done with the Battle menu, this is when you get to select which one of your officers gets to vs the enemy forces. You get to choose first or second depending on who is the invader and who is defender. Defender gets the advantage of picking second which allows them to have troop type advantage if available for example (Lancer > Knight), (Archer > Lancer) and (Knight > Archer).




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TheComet
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Posted: 16th Jan 2012 20:29 Edited at: 16th Jan 2012 20:31
Looks great Ashingda! Nice to see this project surface again Good luck to you too in succeeding for NaGaCreMo

For some reason I read "Afghanistan" instead of Afanasi

TheComet

Daygamer
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Posted: 16th Jan 2012 22:51
looking cool! love to play it sometime.

Ashingda 27
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Posted: 17th Jan 2012 02:59
Thank you. Alot of new names was added about 1000 if not a bit less. My right shoulder is just killing me now, I guess that's what happens when you go non-stop 12 hrs a day on the weekends.

Mychal B
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Posted: 17th Jan 2012 03:09
Ahahah, 12 hours on weekend days, 6 hours work days, know the feeling. I'm liking the looks so far, keep up the good work

The fastfood zombie killer
Ashingda 27
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Posted: 18th Jan 2012 03:11 Edited at: 18th Jan 2012 03:11
Got an update on the Battle selection menu, mostly just visual interfaces and control fixes.

I'm glad to say the main game is nearly done still need to work on the intro, newgame option and save/load game.





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TheComet
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Posted: 18th Jan 2012 16:39
Does this support online gameplay? Looking great

TheComet

Red Eye
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Posted: 18th Jan 2012 16:44
I am sooooooo going to play this! Unbelievable good work!

Cheers,

Ashingda 27
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Posted: 18th Jan 2012 19:00 Edited at: 22nd Jan 2012 17:43
@ TheComet
I have not explored much on multiplayer or even online yet, but I do see possibility of it happening .

@Red Eye
Thanks It should be playable sometime this week. I'm still testing out all the troop type VS each other to make sure they have proper advantage/disadvantage.

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Ashingda 27
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Posted: 20th Jan 2012 04:50 Edited at: 20th Jan 2012 04:50
Currently working on the troop (Type Vs Type) it gets very tedious running the same scenario over and over to make changes just to find out the new changes has to be retested with the previously done match ups. OMG I have a new respect for game testers now.




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MrValentine
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Posted: 20th Jan 2012 06:25
Wish I could test this yes you should always respect your testers... they truly shape your productions!!!

Ashingda 27
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Posted: 22nd Jan 2012 17:42 Edited at: 22nd Jan 2012 17:47
Ok finally got it semi working. Still alot of bugs I'm sure, but it's playable now.


Things need to do:
- GameOver when player dies.
- GameOver when conquer all castles.
- When an officer reach 0 HP they should be dead forever.
- Promote/Create more officers.
- EXP and Level up.
- AI recruit
- AI dispatch
- AI create officer
- Option to retreat during battle


Controls:
- Mouse only.
1. Leftclick - Access
2. Rightclick - Cancel, sometime need double-Rightclick to cancel.
3. Wheel - Scroll up/down or add/subtract in recruit menu.


Battle:
In a battle the team owning the castle gets to pick 2nd, gaining the advantage of picking a troop type that you are weak to.

For now battles are automatic, player input/controls will be done later. Currently don't have a type chart yet.

But the general concept is:
Large melee > Small Melee
Small melee > Range attack
Range attack > Large Melee



Download is attached:
https://forumfiles.thegamecreators.com/download/2307963

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WLGfx
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Posted: 22nd Jan 2012 19:12
The original WIP on this was impressive man and this version I've been following too. It's definitely one I'll be playing and if I have enough time tonight I'll try out the current demo you've released.

Keep it up...

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
TheComet
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Posted: 22nd Jan 2012 21:21 Edited at: 22nd Jan 2012 21:21
I gave it a go

It was a little confusing at first, it took me a while to find that pressing the right mouse button would go back a menu. After that I attacked a castle with 1 soldier and died epically. Upon retreat, the screen looked like this. Is that a glitch?



I like the graphics a lot, and the game feels very polished and friendly. The only complaint I have is the whole mouse lock feature... I like how the mouse jumps to the best place, it helps makes you play faster. I just don't like how the mouse is confined within that area though, because I'd like to be able to click on other windows while I'm playing the game

Really nice, keep up the great work!

TheComet

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Ashingda 27
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Posted: 23rd Jan 2012 00:21
@WLGfx
Thanks.

@TheComet
Very good catch! Cant believe I forgot to flag the update variable to redraw the map, scrolling should refresh it. Yes I'll have to try out a non-locking mouse aproach.


Note: I forgot to mention, rightclick + drag will scroll the map. I will probably switch it to leftclick + drag.

Darkzombies
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Posted: 23rd Jan 2012 00:24 Edited at: 23rd Jan 2012 00:28
I tried it out, its really nice, much simpler, though the small maps are kinda annoying, and I can't recruit any other generals or soldiers or anything yet, and even the weakest enemies are overpowered. But I assume you have plans for all that.

EDIT: Oh yeah, and a suggestion, have the camera start centered on your castle, if you using a variable like camX and camY and offsetting then that should be simple, but idk what your using lol.

also you should increase/decrease the size of every single sprite on the map when someone uses the mouse wheel to emulate zooming

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MrValentine
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Posted: 23rd Jan 2012 05:48
... that does it... now I feel likeloading up FFT

Ashingda 27
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Posted: 25th Jan 2012 03:39
@Darkzombies
Yes I have planed to center on the player castle, just never got around to it. As for zooming I'll have to try that thanks!

@MrValentine
I'm a fan of FFT also, just a great game but the FFTA wasn't as great.

TheComet
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Posted: 25th Jan 2012 08:30
Quote: "I'm a fan of FFT"


Fast Fourier Transform? Yes, I do like the patterns that algorithm generates...

TheComet

Ashingda 27
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Posted: 25th Jan 2012 15:55 Edited at: 31st Jan 2012 00:23
Lol a bit confused here, we should probably include what our acronyms mean as it seems all of us may not be talking about the same thing.

Updates:
- Map scrolls to player castle at start of game.
- Officers dies if killed in battle.
- If all officers dies the battle is forced to exit.
- Scrolling is also left-click now.

Workload:
- Allowing player input during battle.
- Exp and level up
- Creation screen, allows player to select weapon and stats.
- Create or promote more officers.
- Ai to do everything player has option to do.

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Ashingda 27
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Posted: 31st Jan 2012 00:31 Edited at: 31st Jan 2012 00:33
Ok, finally got the working version. I kid you not, still has a ton of bugs but it's playable.
The goal of the game is to take over all the castles.


Updates:
- Player now gets input during battle
- Title screen and creation screen added
- Can now promote new officers.
- Ai now does most things player can. Recruit, Dispatch and Promote.


Workload:
- Still need exp and level up.
- Credits, Game-Over and Game-Clear
These will not make the deadline lol.



Download is attached:
https://forumfiles.thegamecreators.com/download/2310766

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Darkzombies
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Posted: 31st Jan 2012 07:42
Uh, just one thing, you can use enemy castles like your own and theres no pause, besides using a base.

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Ashingda 27
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Posted: 1st Feb 2012 05:37 Edited at: 1st Feb 2012 05:38
Quote: "you can use enemy castles like your own"

I left that there for bug testing.


Quote: "theres no pause"

That's true, pause feature is a good idea! (How'd I miss that) Should be fairly easy to add.


The game may be a bit confusing because there are no dialogs to help aid the player. Thanks for feedback Darkzombies.

Darkzombies
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Posted: 1st Feb 2012 05:50
No problem, and just a question, how do you get more citizens or whatever? Just wait? Speaking of which the funds go up way to slow, try adding something like this:



or something like that.

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