Author Topic: ARMY Gameplay Mechanics  (Read 3573 times)

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Offline Raylin

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ARMY Gameplay Mechanics
« on: April 14, 2010, 02:09:11 pm »
The battles play out like this:

  • The player(s) select their first squad loadout.
  • Squad stats are loaded and Speed (SPD) values are evaluated. Then, the turn order for each ARMY is determined.
  • A random number is given to each player. Highest is given the Initiative and goes first.
  • Units automatically perform the action given to them and when finished, their number falls to the bottom of their corresponding turn order.
  • At any given time, the player may use a Tactic. A Tactic is a skill that is dependent on the player's skill. The Tactics vary from warping another squad in to firebombing the entire ARMY. These, in conjunction with the Class Focuses, can change the battle in a heartbeat.
  • The battle continues until one player is out of squad members on the battlefield.
  • NOTE: When a unit dies, it STAYS DEAD.

This is just the gameplay for battles.
Sooner or later, I will put the gameplay for Searching the Wasteland and Calling in Reinforcements.
« Last Edit: April 27, 2011, 04:00:53 am by DJ_O »
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Offline DJ Omnimaga

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Re: Gameplay Mechanics
« Reply #1 on: April 14, 2010, 02:22:12 pm »
nice, I like the tactic idea. I guess the game in overall will be a bit like this, right?


As for enemy staying dead, do you mean a dead sprite will remain there and that the enemy won't dissapear?

Offline Raylin

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Re: Gameplay Mechanics
« Reply #2 on: April 14, 2010, 02:24:52 pm »
As for enemy staying dead, do you mean a dead sprite will remain there and that the enemy won't dissapear?

No.
I mean that, when your opponent kills your unit, that unit is dead.
Even after the battle is over.
No revivals.

Permadeath FTW.

EDIT: I am also thinking about making the sprite smaller (6x6, maybe?). I will need to animate these things on top of fitting 100 units on the screen at once.
« Last Edit: April 14, 2010, 02:32:16 pm by Raylin »
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Offline DJ Omnimaga

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Re: Gameplay Mechanics
« Reply #3 on: April 14, 2010, 02:31:26 pm »
AAaah ok I see, thanks for the info :)

Offline Raylin

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Re: Gameplay Mechanics
« Reply #4 on: April 14, 2010, 02:34:06 pm »
I dunno why permadeath was sticking with me this time.
Usually, I'm all for the reviving thing...

But, spending funds on more units seemed for feasible for an RTS.

:D
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Offline DJ Omnimaga

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Re: Gameplay Mechanics
« Reply #5 on: April 14, 2010, 02:39:24 pm »
Well it's a good concept actually. Most strategy games also work this way. In Starcraft, when one of your unit die, it's gone forever. In Warcraft III, hero-based units can be revived, tho.

Offline jsj795

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Re: Gameplay Mechanics
« Reply #6 on: April 14, 2010, 06:43:49 pm »
I think for most of the war based games, the units are permadeath. As long as the unit is not some kind of hero...
Btw, can the units move? If they can, then is it going to be tile-based? How big the battlefield will be?
Is there going to be maximum units you can deploy?
Sorry for all these questions, I know it's a bit early in development stage, but I'm really interested in how this will turn up :)
My favorite games are usually these kind of tactical war games, RTS, etc.


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline Raylin

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Re: Gameplay Mechanics
« Reply #7 on: April 14, 2010, 07:11:26 pm »
The units will be able to move... but in the far future.
I'm just trying to get the gameplay engine down.
It will not be tile-based when they do.
The battlefield will be the entirety of the calc screen until I put movement in.
The maximum units you can deploy is 50. (The calc can only take so much abuse.)

Hope that answered everything...
:)
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Sarah: TI-83 Plus Silver Edition [OS 1.19]
Cassie: TI-86 [OS 1.XX]
Elizabeth: TI-81 [OS 1.XX]
Jehuty: TI-83 Plus Silver Edition [OS 1.19]
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Offline jsj795

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Re: Gameplay Mechanics
« Reply #8 on: April 14, 2010, 07:47:22 pm »
Thanks^^ That answered all of my questions.
Good luck with ARMY. It seems very promising :D


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline meishe91

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Re: Gameplay Mechanics
« Reply #9 on: April 14, 2010, 08:40:54 pm »
This seems very cool :)
Spoiler For Spoiler:



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Offline DJ Omnimaga

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Re: Gameplay Mechanics
« Reply #10 on: April 14, 2010, 11:25:55 pm »
Nice, I wonder how fast it will run at the end. If you use Axe or assembly, having seen how fast SirCmpwn engine runs with the ability to push objects around and stuff, I kinda expect your game to be rather fast, unless it uses some extremly complex AI. I can't wait for more progress

Offline Steelm

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Re: Gameplay Mechanics
« Reply #11 on: February 15, 2011, 10:11:24 pm »
nice, I like the tactic idea. I guess the game in overall will be a bit like this, right?


As for enemy staying dead, do you mean a dead sprite will remain there and that the enemy won't dissapear?
Love the video