Posts Tagged ‘civilization’

Animated gameplay of my own Civilization

Posted by (twitter: @GameGems)
Saturday, September 10th, 2016 8:30 am

This Saturday I can share an animated gif of my own turn-base strategy gameplay. I was making it instead of LD36 participation. And continue adding new features working in Game Jam-mode (1-2 days of intense coding – then a pause for regular routine work).

My own civilization gameplay

Here you see how I start, improve terrain, explore territory. Then I found a colony. I begin spending my soft-power points to keep the colony controlled and avoid it declaring independence.

Later you can notice how the colony’s border colour is changed and its own flag appears on the city icon.

As the colony becomes an independen
t country, it gains an ability to found own colonies.

For the debug purposes I s
how the current projects of all the nations on the map (even in the fog of war). In the actual version you’ll see only your projects and those ones which interact with you: propaganda, war, etc

I need to adjust gameplay coefficients to balanse the process of empire growth/collapse.

Within next week I’ll do this, will also integrate convenient controls and informers to make the game ready for the pre-alpha test.

Audeat Autumnus: 21 Days

Posted by (twitter: @thegrieve)
Sunday, October 10th, 2010 4:25 am

Today, after much faffing around I officially kick off my October Challenge game. After a long and heated debate between myself and an empty page in a notebook, I’ve decided to lower my sights considerably. I had intended to make a non-traditional tower defense game, I had two interesting aesthetics for this. One had the working title “In the Loop” and was centred around espionage networks intercepting information to stay relevant. The second was a hacker-orientated TD, where the towers are the various applications deployed in an effort to usurp control of the system.

Upon thinking about it, I realised that even though I have one of these ideas quite well fleshed out in design, to make it fun and interesting will take a hell of a lot of playtesting and iteration. So for this month I’m going to stick to tried and tested mechanics and make a traditional TD. The working title for this is “21 Days” since that is exactly how long I have to finish it and set it free.

My goals today are to get stand in creeps running around a tile-based map with quick and hacky A* directing them. Then get some grid-control and be able to plant towers (that do nothing yet). If I get this game polished up enough in the 21 days I might add a bit of meta-research, between levels you task scientists with researching technology dropped by creeps during the last mission, in order to develop more effective towers to help as the levels and creeps escalate. However, I’m going to focus on having a playable TD first.

Feature creep begone.

I’m developing in Flex/AS3 with Flashpunk. This is counter to my plans, as I had spent the better part of last week messing around in flixel. Flashpunk just seems that much more sensible, I can work far more quickly in it as I find its structure and usage much more intuitive, seems to me it was written more for programmers than flixel is.

Now, if I can resist the urge to play more Civilization I might actually achieve today’s targets….

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