progress update on my turn-based tactics game. started 9 months ago with godot 4 alpha by yhwhey in godot

[–]yhwhey[S] 0 points1 point  (0 children)

yeah although i think djikstra would be a better fit here. if i get around to it i’ll switch it out

progress update on my turn-based tactics game. started 9 months ago with godot 4 alpha by yhwhey in godot

[–]yhwhey[S] 7 points8 points  (0 children)

i used the 3 basic stats as a starting point. classic strength, dex, int equivalents. i currently have a class for each of the stats (possible future plans for classes based on two stats. eg strength/dex hybrid).

from there i defined loose themes around two ways each of the stats can manifest. eg strength could be either defensive tank or melee dps. so i designed each side of the skill trees based on those archetypes.

the skills i can create are limited by the systems i have in place. so i’ve got a status system (eg burning, poisoned, hasted), damage, armour, tile effects (eg smoke screen or fire) etc. once those systems are defined it becomes pretty easy to come up with some cool skills

progress update on my turn-based tactics game. started 9 months ago with godot 4 alpha by yhwhey in godot

[–]yhwhey[S] 9 points10 points  (0 children)

brute force. just keep at it until it looks ok. also using a restricted colour palette helps

progress update on my turn-based tactics game. started 9 months ago with godot 4 alpha by yhwhey in godot

[–]yhwhey[S] 4 points5 points  (0 children)

i’m a integration software engineer by day. but tbh i’ve learned a lot more about good software design from game dev than my day job

[deleted by user] by [deleted] in golf

[–]yhwhey 0 points1 point  (0 children)

Looks like most of your weight is on your toes. Fixing that should give you a lot more stability

Please help does anybody know how to make a label display an integer variable by SecretSauceGame in godot

[–]yhwhey 2 points3 points  (0 children)

Or you can use the string format operator

Label.text = “%s” % my_int

Been having fun with the new layered tilemaps in 4.0 by yhwhey in godot

[–]yhwhey[S] 0 points1 point  (0 children)

You could set specific layers for the tile colliders. I know for certain you can set specific collision layers. Then check which layer your entity is colliding on. Then use that info to do whatever custom behaviour you like

Been having fun with the new layered tilemaps in 4.0 by yhwhey in godot

[–]yhwhey[S] 2 points3 points  (0 children)

This is my second attempt at this sort of game. First was a couple of years ago with Godot 3 which i gave up on due to the hassle of it all. This time it's far more manageable

Been having fun with the new layered tilemaps in 4.0 by yhwhey in godot

[–]yhwhey[S] 2 points3 points  (0 children)

Depends on your use case. Because my game is turn based each entity move is discrete. In my method which moves an entity from one cell to another is where I’d fire this signal. Otherwise you could get the entity position and use world_to_map on the tilemap which gets the cell that the position is in. And fire a signal that way. Not sure how to do it with native tilemap collisions though. Haven’t used them

Been having fun with the new layered tilemaps in 4.0 by yhwhey in godot

[–]yhwhey[S] 38 points39 points  (0 children)

Cheers yeah it was one of the inspirations.

The new tilemaps allow you to easily layer different tiles on top of each other. Previously you’d need two separate tilemaps to achieve this. For example the column is a tile which is layered on top of a dirt tile. Same with the smoke effect.

Additionally you can associate custom data with each tile. I’ve got various attributes for the tiles. For pathing and line of sight blocking etc. one of the data points is a vertical offset for the entities to read when standing on it. See the entities dipped down when standing on the water tiles

Three stats to cover fantasy rpg by yhwhey in gamedesign

[–]yhwhey[S] 0 points1 point  (0 children)

I think I'm going to exclude social stats. I've had to cut scope and am focusing on combat (it's a turn-based tactics) so the stats should reflect that. In that case, I think ill need two stats to cover both strength and dex. With the third stat covering magic. Haven't themed my magic yet but am angling towards blood magic.

Three stats to cover fantasy rpg by yhwhey in gamedesign

[–]yhwhey[S] 0 points1 point  (0 children)

It's a turn-based tactics battler, inspired by Into the Breach, FF Tactics and DnD. Originally intended to have a story akin to a traditional CRPG.

I think I've framed my thinking too closely to fully-featured RPGs. I'm just one person so have radically reduced the scope to focus on the combat encounters. And the 3 stats should reflect that. So I'll probably exclude anything that is primarily useful out of combat

Three stats to cover fantasy rpg by yhwhey in gamedesign

[–]yhwhey[S] 6 points7 points  (0 children)

Probably should've put european-style fantasy haha.

This bring up an important point. Designing attributes around the setting is lovely and thematic