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Active: 9643 users

I made a game!

Blogs > affinity
Post a Reply
affinity
Profile Blog Joined October 2007
United States266 Posts
Last Edited: 2012-12-04 17:10:38
December 03 2012 16:54 GMT
#1
I just made a game by myself! The game is pretty unpolished and has plenty bugs, so I’m looking for some testers to help me out! You can find the latest version here

[image loading]

It’s an extremely customizable, strategic tactics game. There’s a ton of classes, all which can be customized. Turns are simultaneous to add a layer of mindgames (faster characters can dodge slower characters).


Characters
The character system is similar to a RPG system, where players can customize stats and skills. There’s no real progression other than unlocking new classes. Each class has 1 class skill, 3 skill categories, and base stats. If you’ve played Pokemon, the system is much the same!
  • The class skill is unique to the class – no other class can use it. This, along with the character’s base stats, usually defines the character.
  • The 3 skill categories dictate what skills can be chosen for the character. For example, the Mage class’s categories are Spellcaster, Spellcaster, Support. This means that two Spellcaster-type and one Support-type skill must be assigned to the character.
  • Base stats (Health, Attack, Magic, Lock, Flee, Defense, Resistance, Speed, and Move) are used in battle. When creating a character, you’re given 150 points to allocate to each stat to fix weaknesses or accent strengths. (Think EVs for Pokemon)

[image loading]
There’re plenty of imbalances right now, but I’m aiming to make each class viable at “top tier” play.

Simultaneous Turn-Based Combat
Simultaneous turns: Each turn, players first submit what actions they want the characters to take. Then, characters take action in order of speed. This simultaneous submission of moves creates a layer of mindgames – faster characters can potentially dodge slower attacks by moving out of the way, so the slower characters either need to predict movement or wait till they’re faster.
Lock/Flee Mechanic: Although characters can move freely around the map, when a character tries moving from an adjacent spot from an enemy, the character can get "locked" if his flee stat is lower than the enemy's lock stat. This reduces the speed of the character, so future turns will be less effective.
Resources: There are several things that players should take into account when using moves. 10 Action Points (AP) can be used each turn (each move costs a certain amount of AP). Each move also reduces the speed of the character to discourage overuse of one character.

[image loading]
Battle Screen

Game Modes
There’s currently multiplayer and a “Horde Mode” (keep fighting increasingly harder enemies). The AI is pretty dumb.

Future
There’s a lot of stuff I want to put in soon.
  • Player owned map. Currently, the world map is only a map selector. In the future, I’d like to make it so players can own spots in the map, and customize the battleground slightly. Once owned, they can also upgrade the landmark in it (such as Town->Keep->Castle or Graveyard->Crypt->Necropolis).
  • Interactive tutorial: The tutorial right now really sucks, and I’d like to try to make an ingame step-by-step tutorial. I’m struggling on this right now, actually.
  • Daily automated tournaments: I’d like to put in some automated events, such as daily tournaments.

[image loading]
World Map

Anyways, I'd really appreciate any and all feedback! I've been working on this pretty much all by myself (save the art, which I commissioned out). Oh, if you have any questions, feel free to ask!

Game Link!


*****
solidbebe
Profile Blog Joined November 2010
Netherlands4921 Posts
Last Edited: 2012-12-03 18:01:28
December 03 2012 17:10 GMT
#2
:O how did you make this???

edit*

I played the game for a bit. And a small thing ive noticed is giving commands can give me some trouble sometimes.

The movement tiles and action menu kinda conflict with each other.

Like so:

[image loading]

Maybe you could give the action menu a solid background? Or perhaps disable the movement tiles when you click on the menu. Or perhaps make moving an action? Just some quick ideas of mine..
That's the 2nd time in a week I've seen someone sig a quote from this GD and I have never witnessed a sig quote happen in my TL history ever before. -Najda
affinity
Profile Blog Joined October 2007
United States266 Posts
December 03 2012 18:21 GMT
#3
Sure! I can fix that. Thanks!

I made it using SmartFoxServer, with flash and java.
Fyodor
Profile Blog Joined September 2010
Canada971 Posts
December 03 2012 19:47 GMT
#4
This is really cool and the effort really shows

However there is no story so I'm out
llllllllllllllllllllllllllllllllllllllllllll
affinity
Profile Blog Joined October 2007
United States266 Posts
December 04 2012 00:07 GMT
#5
On December 04 2012 04:47 Fyodor wrote:
This is really cool and the effort really shows

However there is no story so I'm out

!
I'm no writer, but I'd like to make a "campaign"ish thing sooner or later. Right now though, I'm trying to make the world map player driven and controlled.

Just curious, what kind of story would you like? Something like Fire Emblem (with character permadeths), Advance Wars, or maybe something else?
Disregard
Profile Blog Joined March 2007
China10252 Posts
December 04 2012 00:20 GMT
#6
I see the many influences here, gladly try it out when I have time but looks like you put a lot of effort into it!
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 04 2012 01:37 GMT
#7
How long did this take you to do? not bad at all, I can't wait to start making my own games soon
When I think of something else, something will go here
affinity
Profile Blog Joined October 2007
United States266 Posts
December 04 2012 02:55 GMT
#8
On December 04 2012 10:37 blade55555 wrote:
How long did this take you to do? not bad at all, I can't wait to start making my own games soon

Quite a while. A year and a half, on and off. This is my first actual programming project though, so part of the reason why it took so long is because I'm a terrible coder and a slow learner.

@Disregard: Thanks! I'd love to hear what you think of the frankenstein I've created!
Jukado
Profile Blog Joined May 2011
805 Posts
December 04 2012 15:15 GMT
#9
I just signed up and played a game in horde mode. Initial reaction is very positive. Congratulations.

I agree with solidbebe, the action menu needs to be on top. Sometimes you hover over an action icon and cant see what the spell does because the cursor is on the movement tile behind it.
I would suggest aiming for a complete keyboard control option. ie, everything has a hotkey and the mouse isnt needed once ingame.
The most important keys which need hotkeys atm are the Action button (hotkey 'A') and each character (a number hotkey). 1a, 2a, 3a.
Also, maybe switch the Cancel key to C rather than Esc.
To move units, if you could hold shift, then use wasd like arrow keys, that would be great.
And maybe make a tile flash when a spell is used on it.

I love what youve created, its mightily impressive. Hats off.
Ill be playing some more games soon. Should you really be releasing it for free?
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
December 04 2012 15:45 GMT
#10
Very cool. I enjoy the system alot, and I imagine it being pretty cool if included into a story and with good progressional elements for character development.

Speaking of story, let me know if you need someone to help you plot. I like writing stories.
Savior broke my heart ;_; || twitch.tv/onnings
affinity
Profile Blog Joined October 2007
United States266 Posts
Last Edited: 2012-12-04 17:09:14
December 04 2012 16:44 GMT
#11
Wow, thanks for all the positive feedback!

I'm uploading a new version right now. Edit: Uploaded! It should say "v 12/4/12 near the bottom right"

Fixes:
  • I made it so clicking the "Actions" box makes the moving squares disappear, and moving around hides the skills. Let me know if it's buggy!
  • I removed the "Build AI Team" option for now, since it's for an incomplete feature.
  • Game logs that aren't associated with a certain player are now grey instead of white (to make it easier to see player chat.
  • AP updates properly when resetting turn.
  • I changed how Lock and Flee works. Instead of stopping a turn, getting "locked" (e.g. moving away from enemies with higher Lock than your Flee) will reduce the character's speed by (Enemy Lock - Character Flee)/2. I think this should reduce some "random" element, while still letting Lock-y characters punish people for getting too close.
  • Filtering the chatbox makes it scroll all the way to the bottom (instead of going straight to the top).


@CardinalAllin: The complete keyboard option sounds really cool! I think it'll be a nice addition - I'll add it to my todo list! As for free: yea. I like the idea of letting everyone play for free. If my game somehow gets big enough that lots of people play, I figure I'll give an option to let players pay for visual upgrades (ethical microtransactions!). Still a far way from there, though!


@plated.rawr: Cool! Will send you a PM within an hour with details.
Fyodor
Profile Blog Joined September 2010
Canada971 Posts
December 04 2012 19:53 GMT
#12
On December 04 2012 09:07 affinity wrote:
Show nested quote +
On December 04 2012 04:47 Fyodor wrote:
This is really cool and the effort really shows

However there is no story so I'm out

!
I'm no writer, but I'd like to make a "campaign"ish thing sooner or later. Right now though, I'm trying to make the world map player driven and controlled.

Just curious, what kind of story would you like? Something like Fire Emblem (with character permadeths), Advance Wars, or maybe something else?

I can't think of a game that has exemplary writing aside from maybe Heavy Rain but that's pretty unfair.

Otherwise I dig light-hearted comedy stories like in Disgaea, epic stories like in Final Fantasy or Metal Gear.

Understated narratives like in Shadow of the Colossus can be great if done right.
llllllllllllllllllllllllllllllllllllllllllll
]343[
Profile Blog Joined May 2008
United States10328 Posts
December 04 2012 21:34 GMT
#13
wow pretty cool; it took me a bit to understand what AP were at first (and that I had to issue all commands at once), but that's maybe ok

it sort of bugs me that you have to guess what the opponent will do so that your slower units don't get confused @_@
Writer
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
December 04 2012 21:38 GMT
#14
This is really cool, what language did you write it in? How long have you been programming? Where do you plan to go with this game? Open-source? :D Congrats!
There is no one like you in the universe.
affinity
Profile Blog Joined October 2007
United States266 Posts
December 05 2012 00:12 GMT
#15
@343: yea, the game is prett confusing at the moment for new players. I'm trying to work on a tutorial that will take things step by step - hopefully that will clarify things! As for slower characters: if prediction isn't your thing, there are two ways for all characters to get a speed advantage. First, if a character doesn't attack during a turn, it gains a speed bonus. Also, if your characters have a lot of lock, by standing near an enemy with low flee, you can remove some of their speed if they try to move away.

@Blisse: client is in actionscript/flash, sever is in java. I did soe programming in college as a statistics major, but nothing too serious. This is the first serious thing. I just want not make a replayable game that people can play for while, and maybe make some money on the side if it somehow gets big enough.

For everyone: I'd like some feedback on the prediction and simultaneous movement. It makes the game a great deal more difficult and confusing, but I think it adds a lot of depth. Do you like it? If so, what about it? If not, any particular reasons?

Thanks so much for the feedback, guys!
Islandsnake
Profile Joined April 2009
United States679 Posts
Last Edited: 2012-12-05 02:52:40
December 05 2012 02:35 GMT
#16
Just wanted to say that this game rocks so far, enjoying using Bounty Hunter/Myrmidon/Overlord.

Simultaneous Movement & Prediction
- Good because it requires you to think about what they might do and have to weigh more than one possibility.
- Somewhat annoying to get blocked by an enemy, specially when you had enough MP to take another route to the location you wanted.
- The fact that you might have to guess where they would move to, really makes the different weapons stand out. Purposely attacking more than one direction just to raise your chance to hit them is a pretty cool concept that seems to work pretty well.
- Can feel a bit random at times, but would have to play vs humans to really confirm that.

Overall I do like it, though I think the game would still be fun without it; but it adds uniqueness. I think with more terrain features and bigger team battles would stress the limits of this kinda system, perhaps that's why it's only 3v3? ex. If it was 5v5 I think you would have a lot more blocking going on. etc. which might get annoying. ( still would love to see bigger teams though!)

We should plan out a big test session )



Bug: seems to be some kinda issue with canceling a turn & the cooldowns remaining as if you had used the spell (having this issue with the overlord)
Bang!
affinity
Profile Blog Joined October 2007
United States266 Posts
Last Edited: 2012-12-05 03:05:51
December 05 2012 02:57 GMT
#17
Oh no! You mean using a skill, then resetting the turn, then trying to use it again, right? This is a bug that seems to resurface every once in awhile and I have no idea why . I'll take a look into it, thanks.

As for bigger teams and maps - maybe in the future! I figured the map size should be pretty small because of the required prediction, and too many characters makes managing cooldowns and speeds a real headache.
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
December 05 2012 04:02 GMT
#18
Does this have any relation to the old Almasy Tactics browser game that you were a part of? I recognize the class names and pictures at least. You guys were mean and banned me for "cheating" at that one.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
affinity
Profile Blog Joined October 2007
United States266 Posts
Last Edited: 2012-12-05 06:31:03
December 05 2012 06:27 GMT
#19
On December 05 2012 13:02 ShadowDrgn wrote:
Does this have any relation to the old Almasy Tactics browser game that you were a part of? I recognize the class names and pictures at least. You guys were mean and banned me for "cheating" at that one.

The old Almasy Tactics was programmed completely by my friend. I coordinated artists and designed the game. However... he lost interest, so it died. If I recall correctly, he wrote an algorithm to deem who wrote a script to play and banned accordingly.

This game is pretty different! I hope you'll play this one - the feedback you gave before was super helpful (although my friend was simply too busy/uninterested to put them in quickly). Since I'm the sole person working on this (save artists)that shouldn't happen again :D
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