But... you are creating a new game genre/type. That is a risky move.
There is a reason why game developer clone old and known genres. Because those genres were perfected before them. They passed "natural selection".
I would much rather play an Indie game that tries something new. Than dig my hand into the sea of indie games that all try to be chink DMC clones or Survival games.But... you are creating a new game genre/type. That is a risky move.
There is a reason why game developer clone old and known genres. Because those genres were perfected before them. They passed "natural selection".
That is a fallacy.
As an indie, it is much better to make a game that sticks out from the crowd than to make yet another clone of a well-trodden genre that has been done by bigger companies with more resources a dozen times before.
If you make a clone of popular games, you need to compete with everything from that genre.
It's ok if your genre is heavy on the content. Make a clone of Baldur's Gate 2 - sure, as long as your story and quest design and encounter design are good, that's gonna work out.
But if you make a clone of a systems-heavy genre, you need to make something unique or people will have no reason to play your game.
If you clone Civilization, there's already 6 games in the Civ series, there's a ton of mods for Civ 4, there's several Civ clones with various pros and cons to them, and then there's your game...
Why should people play your Civ clone out of all the existing alternatives? What does it do that makes it stick out from the crowd?
If you make something new that hasn't been done in this particular way before, you definitely give people a reason to play your game: it offers an experience no other game offers.
>I have an ability planned called Prepare against approach for meele units. It costs 4 AP, when activiated if an enemy enters your adjacency they receive an attack of opportunity from you. I'll put this in v4 since you recommended it. Also let me know if you think this should be implemented a different way.I swear we killed that bug... thanks for bringing this to my attention!Some times, enemies would get stuck on their turn - preventing me from acting, refreshing seemed to fix the issue though. Other times, stuff like this would occur:
https://www.mediafire.com/file/3pwd4lq9bvalaow/bandicam_2021-02-20_23-13-11-453.avi/file
For a few days I messed around with a visual turn queue that you could delay your turn with, exactly like in Pathfinder Kingmaker. I couldn't get it working and I figured it could be put on the backburner. I'm also considering not letting the player delay their turn since the AI can't either. The player already has a lot of advantages such as an actual brain.>Ability to skip turns
It'd be great if I could skip my unit's turn, and let them act later. Sometimes you get a turn where you can't do anything.
I have an ability planned called Prepare against approach for meele units. It costs 4 AP, when activiated if an enemy enters your adjacency they receive an attack of opportunity from you. I'll put this in v4 since you recommended it. Also let me know if you think this should be implemented a different way.>Overwatch/Ready vs
I think melee units and ranged units would benefit greatly from this feature. Basically, if an enemy moves onto a designated square. Your ranged units will get a free shot on it, vice versa for melee units.
God bless you. But a thought: if you're going the whole hog with this kind of simulationist approach (love the wounds, etc., stuff! ) shouldn't you have some sort of training system?
Yeah, that sounds like a good compromise for melee units. I think you have the right idea on how it should be implemented. Will you be doing another combat oriented demo?
Try swapping browsers otherwise I have no idea.Demo doesn't want to load, shows "indirect call to null" message.
Thanks for checking his game, lmao. Did you beat it yet? Anyways, like I was saying, I'm telling you man. This game has potential to be really good.You need a combat speed slider. This is slower than battle brothers.
You have successfully shilled your game to me and have piqued my interest.
How long until it's done?
A very nuanced update but one I love to write about - demographics. For those who don't know I am using Medieval Demographics Made Easy by S. John Ross to make a more realistic and authentic world. The Principality of Evenheart encompasses a physical area of 128,853 sq miles - about the size of modern-day Germany. The game world is bigger than that - but we're focusing on Evenheart and not their Dwarven and Dark Elf neighbours whom you can visit in the game.
Humans only arrived in these lands 700 years ago, although dwarves, elves and even halflings once lived here - so expect to find ancient ruins belonging to them. Since colonising these lands, the human population has increased to a million. There will be 1 major city, 2 other cities, 27 towns, 5 active castles in the wilderness and 5 ruined castles in the wilderness (which the player can restore). Similar to real medieval demographics - over 90% of the population live in rural villages.
There are some 5000 villages in Evenheart. It feels wrong for a village to take up a whole tile though, it ruins the untamed wilderness journeying aspect of the game if every few tiles is a village offering food and a bed. This will be worse for future games set in more population-dense places like the Holy Roman Empire or medieval France…. Where you would see a village practically every single tile. The only solution I can see is to turn finding villages into a common random wilderness event. Villages can be tiny, sometimes only with a population of 20 peasants - why should they take up a whole tile?
Now I am going to shut up until combat demo v4 is released
That's very interesting! I always recommend shooting for realism, for as long it doesn't compromise game play mechanics. When do you think v4 will happen?
Before you worry about a village claiming an entire tile, worry about something much more real: loading the entire 5000 villages of it in worldmap.
A very nuanced update but one I love to write about - demographics. For those who don't know I am using Medieval Demographics Made Easy by S. John Ross to make a more realistic and authentic world. The Principality of Evenheart encompasses a physical area of 128,853 sq miles - about the size of modern-day Germany. The game world is bigger than that - but we're focusing on Evenheart and not their Dwarven and Dark Elf neighbours whom you can visit in the game.
Humans only arrived in these lands 700 years ago, although dwarves, elves and even halflings once lived here - so expect to find ancient ruins belonging to them. Since colonising these lands, the human population has increased to a million. There will be 1 major city, 2 other cities, 27 towns, 5 active castles in the wilderness and 5 ruined castles in the wilderness (which the player can restore). Similar to real medieval demographics - over 90% of the population live in rural villages.
There are some 5000 villages in Evenheart. It feels wrong for a village to take up a whole tile though, it ruins the untamed wilderness journeying aspect of the game if every few tiles is a village offering food and a bed. This will be worse for future games set in more population-dense places like the Holy Roman Empire or medieval France…. Where you would see a village practically every single tile. The only solution I can see is to turn finding villages into a common random wilderness event. Villages can be tiny, sometimes only with a population of 20 peasants - why should they take up a whole tile?
Now I am going to shut up until combat demo v4 is released
I think this should be the centerpiece of this game. Especially elven wizard wenches.Does this game have elven wenches?
Can I have sex with the elven wenches?
Messing around with interiors, bears, idle animations, etc.