Castanova
Prophet
I threw together a combat prototype for a turn-based RPG. Possibly a party-based roguelike (PBRL). I'm posting it here because I'm looking for feedback from this prestigious magazine. Let me know your thoughts/comments/complaints/bug reports.
There's no AI implemented so you'll have to play against yourself or do a hotseat.
Download link:
http://www.filedropper.com/pbrl
Note: this is purely a prototype. This means all the "graphics" are placeholders:
Also note, this is Windows only for the moment. I'm using all cross-platform libraries but I don't have access to a Linux box.
Background on the controls/gameplay:
- Left click to select units.
- If a unit is next to an enemy, select your unit then right click the enemy to attack.
- To access a unit's special actions, select him and then right click him to get the menu.
- A unit can spend his turn by either moving OR attacking.
- A unit standing next to an enemy unit cannot move away.
- All units are assumed to be sword/shield users. This means a normal attack, in a 1-on-1 situation, will only knock the enemy back.
- A unit is knocked back into one of the three spaces opposite the attacker, chosen at random.
- If the space the enemy is knocked into is occupied (by other units or by a wall), they will potentially take damage.
- A unit taking damage first takes an armor roll; if he fails, he takes an injury roll; the result can be a flesh wound (nothing happens), instant death, or bleeding out.
- Bleeding out means the unit will die in a certain number of turns. However, there is a chance to spontaneously recover after each turn which depends on his constitution.
- The chances of it being a flesh wound are modified by the differential between the attacker and victim's agility.
- If the victim succeeds on the armor roll, he may still be stunned; the stun roll depends on the differential between the attacker's strength and the victim's constitution.
- Stun means the unit cannot act on his following turn. Also, it means that adjacent enemy units can move away.
There are three special actions implemented:
- Extra step: after a unit is finished moving, he may continue moving at the cost of 1 energy per tile. Energy does not regenerate.
- Risky Attack: a unit attacks an adjacent enemy recklessly. There is a 60% chance the enemy counters and the attacker has to make an armor roll. There is a 40% chance the attack succeeds and the enemy must make an armor roll.
- Charge: a unit that has moved into a tile adjacent to an enemy may spend 1 energy to attack the enemy as well. The unit can only charge if he has movement points left in that turn.
Other notes:
- Skills will be added at some point. A unit's choice in skills will be limited by his stats.
- This is only sword & shield units. Once this is all fine and good, I will implement archers.
- After that, I'll probably put in magic users.
- The magic stat does nothing yet and it won't until I put in magic.
- After that, maybe I'll make a game out of it.
Enjoy?
There's no AI implemented so you'll have to play against yourself or do a hotseat.
Download link:
http://www.filedropper.com/pbrl
Note: this is purely a prototype. This means all the "graphics" are placeholders:
Also note, this is Windows only for the moment. I'm using all cross-platform libraries but I don't have access to a Linux box.
Background on the controls/gameplay:
- Left click to select units.
- If a unit is next to an enemy, select your unit then right click the enemy to attack.
- To access a unit's special actions, select him and then right click him to get the menu.
- A unit can spend his turn by either moving OR attacking.
- A unit standing next to an enemy unit cannot move away.
- All units are assumed to be sword/shield users. This means a normal attack, in a 1-on-1 situation, will only knock the enemy back.
- A unit is knocked back into one of the three spaces opposite the attacker, chosen at random.
- If the space the enemy is knocked into is occupied (by other units or by a wall), they will potentially take damage.
- A unit taking damage first takes an armor roll; if he fails, he takes an injury roll; the result can be a flesh wound (nothing happens), instant death, or bleeding out.
- Bleeding out means the unit will die in a certain number of turns. However, there is a chance to spontaneously recover after each turn which depends on his constitution.
- The chances of it being a flesh wound are modified by the differential between the attacker and victim's agility.
- If the victim succeeds on the armor roll, he may still be stunned; the stun roll depends on the differential between the attacker's strength and the victim's constitution.
- Stun means the unit cannot act on his following turn. Also, it means that adjacent enemy units can move away.
There are three special actions implemented:
- Extra step: after a unit is finished moving, he may continue moving at the cost of 1 energy per tile. Energy does not regenerate.
- Risky Attack: a unit attacks an adjacent enemy recklessly. There is a 60% chance the enemy counters and the attacker has to make an armor roll. There is a 40% chance the attack succeeds and the enemy must make an armor roll.
- Charge: a unit that has moved into a tile adjacent to an enemy may spend 1 energy to attack the enemy as well. The unit can only charge if he has movement points left in that turn.
Other notes:
- Skills will be added at some point. A unit's choice in skills will be limited by his stats.
- This is only sword & shield units. Once this is all fine and good, I will implement archers.
- After that, I'll probably put in magic users.
- The magic stat does nothing yet and it won't until I put in magic.
- After that, maybe I'll make a game out of it.
Enjoy?