DevLog: Project Alpha - Basic basic mechanics 02


Aaaaand we are back with the second devlog of project alpha, after some days of working we have the very basic mechanics of the game: a turn based tile combat system that feels like a real time combat game (at least thats what we'll aim for).

(If you wanna just skip to the end you'll gonna find a video there)

From the video you'll be able to see that the game, at least the combat phase is divided into turn, each turn some actions take place, for instance the "enemy declare attack" turn is when the enemies declare where they are going to attack, the "player movement" turn is when the player decides where he's gonna move, of course all decided with a throw of dice.

Challenges

Implementing the turn system was not too hard since i've already done it, but integrating it with some real-time use input and some actions that require time to complete as moving the player character around was quite the challenge. In the end we have basically settled for a publisher-subscriber architecture, we have a main TurnManager (the publisher) that handles the turns and sends messages to whomever is subriscribed to him when the turn changes, if then the reciving object (the subscriber) needs to do something in that state it does all the things that it needsto do inside it behaviour. Then when everyone completed theyr actions they just need to notify the TurnManager, in the end it turned out pretty clean.

TODOS

A lot of things are in the TODO list, and i mean, A LOT. But the first thing that I would like to do will be inserting a bit of game-juice in the prototype. I found myself making weird noises with my mounth when the text "Enemy Attacking" was showing so I definitely think that I need some kind of effects/particles/sound to the game in order to start and feel how the game will evolve, I don't know if I make sense, but it's just like a gut feeling.

And here's the video of the super-early-alpha prototype:

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