Procrastination

The first idea of the game was to make a clicker stat-builder, e.g. you click on a button and gain experience which results in leveling up and getting higher stats. After one "release" (as in a somewhat working program) I changed the idea to be an automatically running builder where the player choosing between different attack options.


Hard work often pays off after time, but laziness always pays off now.

Irresponsibility

My new project is a single player strategy RPG where you control up to 15 characters at the same time and battle monsters on, to start with, gridded map.

No single raindrop believes it is to blame for the flood.

Tuesday, May 12, 2009

Timing

Even if it is a turn based game still I will introduce a timing feature; basically all actions will take a specified amount of time and cannot do anything new until this time has passed. I have already in skills set two variables, cast time and cool down, and all weapons also has the cool down variable. To start with I will let all actions be instant and only work with cool down. It feels somehow more realistic and easier to imagine to work in seconds therefore I will set a normal cool down, or a normal action, to about 2 to 3 seconds, the representation for this, however, will be in hundreds of a second, each countdown will be .1 seconds at a time, which will basically be a turn, and decrease countdown value by 10, this can be increased though and that is why the representation is larger; with increased speed a higher value, such as 11 or 12 will be deducted each .1 second, giving a 10% or 20% speed increase respectively. The time variable will lie in the unit and counted down on each iteration, a unit will not be selected to do an action if the value is higher than zero.

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