Showing posts with label turn based strategy. Show all posts
Showing posts with label turn based strategy. Show all posts

Thursday, February 22, 2018

Considerations in Designing Side Scrolling/Platform Strategy Games

The hybrid of a side scrolling strategy or platform strategy game is rare, but not unheard of. Worms is probably the most popular turn-based example. Awesomenauts is a popular 2D sidescroller MOBA. Here are some considerations in designing a hybrid of both sidescrolling/platforming and strategy.

Sidescrolling Consideration:
Y-Axis: Movement and positioning in the Y-Axis. Top down and other games have an equal positioning advantage as the X-Axis, but in sidescrollers, the Y-Axis is special.

A game that does not or does little to utilize the Y-Axis most of the time eventually becomes boring unless by design that is prevented with other considerations such as spacing and formation.

Terrain: Related to the Y-Axis, however, has to do with if terrain affects the sidescrolling gameplay. terrain can be platforms or flat or destructible (like Worms) or a combination. Terrain also may offer gameplay advantages, especially with gravity enabled.
Gravity: Also related to the Y-Axis. If gravity has an effect, then it will affect movement in the Y-Axis.
Spacing: Spacing refers to the fact whether or not objects can overlap with each other or displace each other or a combination (allies can overlap but enemies can't, for example)

Platforming Considerations:
There's not much difference in considerations with sidescrollers, however, platformers have a more focused with physics, so things like gravity is a given with a platformer.

Platforms: The consideration is not about the actual platforms themselves, but the mechanics of the platforms. Platforms here are more in line with dynamic terrain, such as moving platforms, spikes, and the like.
Physics: Just simple or more complicated ragdoll physics? More complicated physics may lead to unpredictability.
Jumping and other Movement Mechanics: Platformers have mechanics such as jumping, dashing, walljumps, crouching, climbing, and other acrobatics.

Strategy Considerations:
Formation: Will a formation of units be more effective or will a doomstack of units be more effective? For example, having archers in the back while having spearmen in the front and has to do with Spacing.
Positioning and Cover: Y-Axis and Terrain placements (ie having archers on higher ground) and also has to do with Gravity and Spacing.Will terrain prevent weapons from hitting?
Timing: Will timing be necessary for any of the strategy?
Pathfinding: Since strategy is about sending units with orders usually, how to handle pathfinding over weird platforms or terrain.
Construction: Will structures be constructed and how to aid a strategic effort? Will they be on terrain or platforms?
Time: Will it be real time or turn based?

Monday, August 20, 2012

Postmortem: Conspiracrat

A game of secret machinations. One is never ready to pull the strings of the web of secrecy.

Conspiracrat: http://gamejolt.com/freeware/games/strategy-sim/conspiracrat/9163/

I made Conspiracrat as an afterthought for the Game Jolt Official Contest. I really couldn't have spent enough time on it due to me having an exam in the middle of the week. I almost made it to the deadline, but I plan on improving the game, since it shows promise, especially in the Artificial Intelligence and some possible and future multiplayer additions.

The game is a turn-based strategy. You control a secret Society in pursuit of power. To do so, you must take control of Organizations around the space. Organizations can also take control of other Organizations, creating a network. Each Organization may have a total of 5 Members, who can sway the Organization to your purpose.

Gameplay:
The gameplay is a bit lacking right now. I blame myself for not giving enough feedback to players. I also haven't implemented the "Specials" system for each Society that the manual boasts. That said, with the right balance, you can play the existing game right now and engage in a conflict of powers. I need to make it so that the mouse can move around the map. A mousewheel, which laptops lack, is needed for zooming in and out, but it is not necessary. There is a glaring lack of options given to the player. Also, the "Member" part of the game is not as well developed as I'd like. For example, the "Advancing Rank" system of the Members work, but not to any advantage for the player, ironically. I'm not entirely happy with the Society goals, either. The game needs much balancing to make it any more fun. The achievements are a bit unlockable right now, but it should be an easy fix. The interface system was not as intuitive as I planned. I will cover the artificial intelligence in another section of the postmortem.

Graphics:
The graphics were on purpose simplistic and minimalistic, a black and white effect, with a few colors thrown in. That was done because of time constraints, but also on a more philosophical point. It suggests that the Societies have dogmas that are really varied, as shown by the color, instead of a black and white approach. Well, something like that.

Music:
I used royalty-free music from Kevin MacLeod of Incompetech. I found a piece of music that fits each Society to a tee. I used the Supersound DLL to play them as Ogg Vorbis sounds after converting them from MP3s. The music is largely dark and mystical.

Sounds:
The game only uses beeps for feedback. My old computer speaker's do not run anymore, and I have to have them replaced. I used another computer to test the music and sounds, which is the one I'm writing in right now.

Artificial Intelligence:
The Artificial Intelligence is horrible compared to what was planned. I planned it so that the AI can hold diplomacy with the player and other AI. However, due to time constraints, I can't, but I will, hopefully. Also, the AI right now is largely a simple decision tree, and not even that. Although I am glad to say it doesn't cheat like some other strategy AI.

Multiplayer:
There is no multplayer in this game (yet). There was supposed to be. There was in the beginning stages of the game there was hotseat multiplayer. But I went in favor for the AI playing against a single player. I'm still looking if I can turn this into an online multiplayer. We will see.

What I Did Wrong:
I did not put multiplayer.
I did not put enough sounds for feedback.
I did not put a well developed AI.
Lots of gameplay features planned that did not appear or appear subtly, yet.
I did not focus much on the Members part, where the Double Agents and backstabbing come to play.

What I Did Right:
I picked fitting and awesome music.
I got every basic thing in the game at least in beta.
It's finished, somewhat. It's definitely playable to a point.
It has a better interface system than some of my older games.

Well, I had fun making this game! I did have Game Jolt's Good Ol' Fashioned Fun Time TM in the process. I promise updates, because I like the premise and theme. I hope I can make it a bit more like a puzzle game and a psychological, mental one at that.

The Elitinati is watching.
Aeterna Veritas is marching on.