jack1974
Dec 18, 2014
So I might be doing this a bit differently

Doing a full TD with animations and whatever turned out to be a bit of a nightmare for several reasons, so I'm reconsidering my options.
At worst, will turn this into a RPG, but I wanted to do something different this time. I was thinking to do a mix between a strategy game and a "card game" even if it wouldn't really be a card game, since the actions wouldn't be random but depending on parameters and skills unlocked with level ups.
I'll need to think more about it and make some prototypes, which very likely will make public to get early feedback (of course they would feature my awesome programmer's art

).
I don't want to delay the game too much considering the writing and art is going very well so far (the music is already finished, so...).
Miakoda
Dec 18, 2014
I would say I'm roughly 70% done with the Missions ^_^
And considering what the artist is doing, I think that will please fans of his style :D
iWeasle
Dec 18, 2014
Go for it, whatever works for you, I'll still buy the shit out of it

.
Isn't undead Lilly a "card" game too (not a problem, but conflicts in some ways with the different statement)?
jack1974
Dec 19, 2014
Yes Undead Lily should be a "proper" card game. This one should be more a turn based strategy, something I always wanted to try since long time. Of course, nothing is definitive yet until I make some tests

fabulaparva
Dec 19, 2014
Turn-based strategy? Sounds good. A few additions later we'll be expecting something close to Sid Meier's Civilization with romance options!

Miakoda
Dec 19, 2014
Turn-based strategy? Sounds good. A few additions later we'll be expecting something close to Sid Meier's Civilization with romance options! 
Hey Lady Deirdre Skye is mine
Though Ahki Zeta-Five is fine in a cyborg sort of way :D
jack1974
Dec 19, 2014
Turn-based strategy? Sounds good. A few additions later we'll be expecting something close to Sid Meier's Civilization with romance options! 
Wait, this is... a small game... NOooooooooooo

fabulaparva
Dec 19, 2014
Turn-based strategy? Sounds good. A few additions later we'll be expecting something close to Sid Meier's Civilization with romance options! 
Hey Lady Deirdre Skye is mine 
Though Ahki Zeta-Five is fine in a cyborg sort of way :D
:D I knew I should've played the Alpha Centauri version of CIV, too!
In any case, all of the different CIV games should've had more options on how to win the game. Diplomacy, domination by conquer or culture, points over time... then why not ROMANCE ALL THE ADVERSARIES?
Wait, this is... a small game... NOooooooooooo 
Yes, a small game indeed. I do realize that and that's why I wouldn't dream of suggesting for you to make it an
online, multiplayer turn-based strategy game.

jack1974
Dec 19, 2014
No!!

That's exactly what I want to avoid

I want to build some basic system which should be fun to play but not that long. Something like Heartstone with few rules but well done so that there's variety in the gameplay. Of course easier said than done...!
iWeasle
Dec 19, 2014
I have some friends who have logged like 100 hours in Hearthstone

.
jack1974
Dec 20, 2014


https://pbs.twimg.com/media/B5T3-4zCcAAepzw.jpg:large" style="max-width:100%">
made this test for fun. 50 animated sprites on screen, the game runs considerably fine, 50-55 FPS on my desktop PC, and it's even in debug mode (so slower than normal). On Android I have no clue how to calculate FPS but was playable enough. Of course right now there were only the enemies walking towards the left of the screen with a population counter decreasing every time one reached the border

Anyway, big speed improvements have been made recently in Ren'Py. Will need to make more experiments

jack1974
Jan 10, 2015
OK the experiments with real-time stuff failed

Besides, since even Undead Lily has turn based card gameplay I thought to kill two birds with one stone and do this game with this gameplay system as well (though technically won't be a CCG since in my current idea you don't get random cards).
This is a very ugly/rough attempt at the battle screen:


https://pbs.twimg.com/media/B6-YKInCMAAiFDi.jpg:large" style="max-width:100%">
in summary gameplay should be similar to Hearthstone (you have to copy from the best

) but you'll have two heroes, several special actions, etc. So of course, not identical but with several different variations. Because of this change I need to code everything from scratch (can't reuse Loren/SOTW framework because would be overkill) but I've asked Anima to help

iWeasle
Jan 10, 2015
I think it's a beautiful GUI, that should definitely be the final product

.
Hearthstone style gameplay could be really cool, I know some people who might buy the game just for that... Muhuhahaha, been trying to get them to try a WW game for years...

.
Matenshi
Jan 11, 2015
Hey Jack, have you ever played some of the Dragon Ball RPGs on NES/SNES? They were traditional turn-based RPGs that used cards for the battle system.
https://www.youtube.com/watch?v=3rVT-V7h7y4#t=8m35s
From what you've said, it sounds like you could combine this gameplay with the tactical map movement of an SRPG like Fire Emblem.

jack1974
Jan 11, 2015
Ah thanks for the video was interesting

I'm still in the experimentation stage - for example I don't want "random cards", though I think might change this as I test the system, because random would probably add more fun to the battles. I also have several resources (credits, energy, population, materials) and each unit costs some resources, etc. I want to make it a bit more complex than Hearthstone but not too much. The heroes wouldn't fight in the map, but could use special attacks. But in practice (of course, this is the current idea that could change) they can never "die" in a battle. The battle is lost based on some mission specific condition but in general if the colony HP reaches zero.
The enemies would come in several waves, I'm thinking always fixed so people could develop some strategies maybe.
Anyway, since Undead Lily will use something similar too (of course with some changes), I thought was better to do an engine that I know already would be used in at least two games
