Definitely new, better game
In April, after the tutorial was ready. The next step was to launch alpha-version of skirmish.
However, at that moment I encountered several conceptual problems.
At first. The turn-based battles could not be realized in the future, since I was planning a session 1vs1 game, moreover, with the participation of neutral factions and mobs. What will the second player do when the first player wants to fight mobs not autoresolve mode, but in manual mode?
Secondly, the original idea of building in castles and transitioning the screen between them and the global map would have caused an incredible amount of micromanagement.
Throughout April, I thought for a long time about what to do, whether to continue the project or left it. And if I continue, how to fix these errors?
As a result, within a month I decided to continue the project and found how to correct these mistakes.
Turn-based battles. They are now realtime, and the player does not control the battle. But what about “rock paper scissors” and how to give the player a sense of control. I shifted it to hiring troops. If you hire countertops, you will win, if all other things are equal.
Construction inside the castle and micromanagement. All construction is now done on the global map in the form of suburbs.
At the current stage, I've finished with the new basic mechanics and improved the visual a little.
In the near future, when I finish the “riot” mechanic, I'll release a new version.
Get IamGraf
IamGraf
Dark fantasy, economy strategy
Status | Prototype |
Author | No One Studio |
Genre | Strategy |
Tags | Dark Fantasy, Economy, Strategy RPG, Turn-based Strategy |
More posts
- UI HintsNov 28, 2023
- New alpha version availableNov 10, 2023
- Some tutorial mission polishingMar 28, 2023
- Roadmap & future updatesMar 20, 2023
- First pre-alpha buildMar 16, 2023
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