Posts Tagged ‘Interaction’

Minimal Interaction Warfare: Update 2

Posted by (twitter: @zapakitul)
Sunday, April 28th, 2013 7:10 am

Less then 12 hours left and a lot is left to do. The gameplay mechanics are in and working as they should (most of them). Gonna spend the following 5-6 hours playing around with FamiTracker.

Gameplay:

The objective is to eliminate all the enemy troops before their reach the bottom layer. Each enemy that exits the grid will take 1 life away from the player. 0 lifes left and, well, you know the drill:

ludumdare-26-game-over

At the start of the game the player has a certain number of points (still tuning the number) which he can exchange for troops: Soldiers and Tanks (maybe two more if I have the time). Soldiers have a smaller range and health than tanks but their fire rate is bigger. After units are deploy the player may set a path for them to follow (send them towards certain positions so they can flank the enemy, have them move between two points, etc). Once the game starts, the AI takes over and the player will watch if his strategy pays off.

ludumdare-26-minimal-gameplay-screenshoot

The invading units (Red guys) have the same stats as the player units. They advance towards the lower part of the screen and change position on the X axis, sometimes backtracking to avoid the player. Once the enemy units pass the middle of the gamefield their attack increases by 2 for each tile from the first row. So camping on the last layer isn’t quite a good option. Their position and unit types are randomized in the beginning.

ludumdare-26-path-and-defend

Setting a soldier’s wacky path with the “defend” option selected.

Now it’s time to experiment with Fami Tracker and add sounds and (hopefully) a soundtrack. If times allows me I will try to “juice” the game a bit with some animations and maybe a few more units. But, this is what you should expect in the final version.

P.s. Will package the game to run on Windows and Android (MOAI). After the deadline, I’ll build MOAI for Linux and Mac and get it working on those platforms.

Soo, what do you guys think?

Minimal Interaction: Strategy Game – Update 1

Posted by (twitter: @zapakitul)
Saturday, April 27th, 2013 4:42 am

Well, I was really not wishing for minimalistic to be voted as a theme for this Ludumdare but, well, C’est la vie. The way I see it, I can take one of the following routes:

  • Minimal Graphics: Monochrome or simple geometric figures
  • Minimal Gameplay: small set of goals and interaction options
  • Have a character named “Malistic, Mini Malistic”

I decided to go with option number two and design a small “strategy game” with little to no interaction during game play. The basic idea is this: The player has a certain number of points at his disposal. By spending those points he can buy and deploy troops on the battlefield at the start of the game: Infantry, Rocketers, Tanks and Anti-infantry Vehicles. He must assess the situation and, based on the amount of points as his disposal, choose the best possible line-up. After he places his units and clicks start they will proceed to search for the enemy on the map.  At this point, the player will only be able to mark certain locations as important (and thus, a few units nearby will go towards that location) or drop Health Packs (to aid his units).  Here’s a screenshot featuring the current progress:

Minimal Interaction Warfare

That’s about it for now. I’m actually curious to where I can take this game.

 

 

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