Mini Wars – WIP for another 6-7 hours

Posted by (twitter: @zapakitul)
July 29th, 2013 5:47 am

I decided to take part in this Mini LD as a reply to a challenge issued by an ex-coworker of mine on twitter. The goal was to develop a game for the jam in just one weekend as opposed to 7Days. I’m already past the 48h mark, but my challenger forfeited so I guess it’s either a nil-nil or I win by default. Anyway, my game for this Mini-LD is called MINI WARS, as a token to a great turn-based strategy game that I love, Advance Wars (GBA and NDS).


This is how the game looks at this point. I wanted to go with a Gameboy Advance / Gameboy classic feel combined with UI elements of the Nintendo DS. All the graphics, except for the portrait and level indicator (arrow in screen 2) have been drawn by me on Friday, with some updates during the weekend.


  • Turn based
  • 3 types of units: Infantry, Tanks and Mechs (rock-paper-scissors)
  • Terrain matters: Buildings and Trees raise defense, water lowers it and bases (square buildings with a flag) restore HP each turn.
  • Each unit has 16 action points. Movement costs 4 AP / TILE while shooting requires 8 AP.

Here’s a video I uploaded a few minutes ago to youtube:

Note that the AI is as dumb as a sack of puppies. Reason is that I broke the pathfinding code near the 48h mark when I updated my Grid class and had little to no time to rewrite it with many other stuff left unfinished. Probably, after the jam, I’ll re-write the entire thing from ground up and port it to Android in order to check the market (free-to-play, no IAP).

What left? Options menu, about and In-Game-Menu, + two more levels. The game is designed for 480×320 resolution, but can be upscaled from the Options Menu.

Developed using MoaiSDK and LUA (+ some C++ for some edits to the HOST – lua player).


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2 Responses to “Mini Wars – WIP for another 6-7 hours”

  1. rob says:

    This looks amazing.

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