BattleSim - Top Down, Turn Based, 1v1 [Early Development]

Discussion in 'Work in Progress' started by Isyx, Jul 3, 2019.

  1. Isyx

    Isyx Member

    Joined:
    Jan 30, 2019
    Posts:
    10
    Hello.

    Here's a very early look at a turn based project that I am currently working on. The game has no title yet, but I have some of the basic functionality set up and would like to show the progress so far.

    The map/board is set up to randomly generate tiles. I have some basic terrain for now, just water, trees and hills. There are 5 working units for the time being: Infantry, tanks, engineers (they can set up supply depots, build anti-tank and anti-air emplacements, and also repair stations for vehicles), logistics (this unit can resupply depots with fuel and ammo, and transport infantry), and a BTR type assault vehicle. Air support in the form of spy drones for visibility, A-10's for strafing runs, and perhaps more are also in the works.

    The battle will take place in consecutive turns and you will need to manage unit positions, firing solutions, ammo and fuel levels of units, and the health/condition of the units.

    Reinforcements will be available at a predetermined rate. Determining which type of units you need for the battle will be up to the player and can be used for strategic advantage.

    All art is filler art at this time. Right now I am mostly focused on functionality but if you have ideas for the art direction please let me know (I am by no means an artist!).

    Here is a short video showing the current state of the game. Enjoy, and any feedback is appreciated.

     
    Last edited: Oct 8, 2019
    OnLashoc likes this.
  2. Isyx

    Isyx Member

    Joined:
    Jan 30, 2019
    Posts:
    10
    Updated unit movement. Expanded the shooting mechanics, added the ability to switch between units while targeting. Can also choose how many rounds to fire and which type of ammo to use. Added action points and movement points.

     
    OnLashoc likes this.
  3. Isyx

    Isyx Member

    Joined:
    Jan 30, 2019
    Posts:
    10
    A quick video showing the progress so far. Placed limits on action points and movement points. Increased game tile size. Started adding ways of getting information to the player. Added command points and command UI.

     
  4. MEITdev

    MEITdev Member

    Joined:
    Oct 31, 2016
    Posts:
    139
    Is your main inspiration Panzer General ? Feels like it. The graphics of the terrain seems a bit rough but I think that is due to the development stage. Have you considered HEXagonal tiles instead of squared ones? This is the standard for turn based strategies.
    It is looking nicely done so far, it appears to be already in a stage that can be shared (a demo map) to get even more detailed feedback from the community :)

    Keep up the great work!
     
  5. Isyx

    Isyx Member

    Joined:
    Jan 30, 2019
    Posts:
    10
    Hi! Unfortunately I haven't played any of the Panzer General series, but now I'm curious so I'll definitely take a look. Yeah, the graphics are going to be rough for a while, most of the work is going into getting all the core mechanics in place. Hexagonal tiles are still an option, I have a few ideas for the terrain and the game tiles that will show up eventually.
    Thank you for showing an interest in the project! I plan on having a playable map up within the next couple weeks if all goes well.
     
    MEITdev likes this.
  6. Isyx

    Isyx Member

    Joined:
    Jan 30, 2019
    Posts:
    10
    Added 4 static units which can be deployed by the engineers:

    Depots for storing and distributing ammo and parts.
    Repair stations for damaged vehicles.
    TOW launchers for heavy anti-armour.
    Mortars for long-range engagements.

    Am currently working on getting the supply chain mechanics in place, and figuring out a good way to execute how reinforcements are used.

    A short-ish video of the current state of the game.

     
  7. Morendral

    Morendral Member

    Joined:
    Jun 27, 2016
    Posts:
    379
    I like where you are going with this, but the placeholder art makes it hard to follow what's going on. Everything is all the same sort of muted colors, to include the ui, and even the movement/orders lines are too thin and sort of disappear.
     
  8. Isyx

    Isyx Member

    Joined:
    Jan 30, 2019
    Posts:
    10
    Hopefully, I will be able to find an artist to help me with the project. For now it's just me and I do my best with the visuals, but my main focus is coding the mechanics of the game.
     
  9. Isyx

    Isyx Member

    Joined:
    Jan 30, 2019
    Posts:
    10
    Have got all the base units and structures up and running. All the supply units can now give and receive parts and ammunition. A supply ship is now available that forms the base of the supply chain. Supply ships can unload to depots or logistics trucks which then can be used to extend the chain. Repair stations also repair damaged vehicles when queued to do so. Mortars and TOWs now have a limited firing arc. Tiles can also be highlighted to show unit firing range, passable terrain and tiles that are in supply range.

    Next I want to get all the command buttons functioning. The command options are split into two categories; Tactical (Bombing run, missile strike, artillery, surveillance drone and a supply drop)
    and Reinforcement ships. Once that's up and running I should have something somewhat playable to post as well.

     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice