More design text...
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@ -16,4 +16,23 @@ Inspiration:
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0 A.D.
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Battle for Wesnoth
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Development:
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Keep the main gameplay simple, like Heroes of Might & Magic 2, but add a lot of various content to potentionally enchance the play time.
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Pixel art (for now), 16x16 base size, modular game engine that'll support future use of any arbituary sprite size.
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World overview, similar to medieval maps, except that buildings and chads will be previewed on it, similar to single trees on those maps.
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Certain entities trigger an event, like chad going to foe tile to go to the battle screen, or friend tile to trade or negotiate.
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Menus and UI system in general needs to be robust and intuitive, LMB to open, RMB to close and MMB to toggle-preview the menu.
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Battles happen similar to Heroes of Might & Magic, on tile based fiend, but each soldier is rendered, and they have attack formations.
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Gameplay:
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You are chad, hero of some faction, and it is your destiny to bring the glory to your race, like it is with every real chad.
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You can make buildings like in Age of Anything, directly on the map grid, and align them perfectly due to game being tile based.
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You can recruit soldiers, which start as mere peasants, like in Mount & Blade, and they progress by equipping themselves and killing foes.
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You can trade in your own village or city, make trading routes with other factions, loot other villages or explore ancient ruins.
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--
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Each building can have potential menu when you "enter" it, to buy, sell, craft, explore, negotiate, view, etc. something.
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Each soldier in your army have his own equipment, and the amount of soldiers you have depends on your population and leadership skills.
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Each menu has sub-menus, if needed, and description of what something does, this may potentially replace making a tutorial.
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Each map is connected to one or more other maps, which is the world, and you can access different parts with portals, routes or docks.
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More documentation to come...
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@ -1 +1,16 @@
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This will contain some design decisions and how the hell this game was developed...
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> Started of as "EAX", quick Raylib testing demo written in plain old ANSI C.
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> Extended to have general UI, simple roguelike mechanics and a lot of place-holder content.
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> Added buildings, landmarks and terrain sprites created by itch.io guy, finalbossblues.
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> Scrapped everything, downloaded Heroes of Might & Magic 2, 3, 4 sprites from vgresourcer.
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> Rewrote most of the alpha code in Ada, kept graphics related stuff in C.
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> Implemented most Heroes of Might & Magic 3 game data and sprites into the game.
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> Started working on modular robust UI system, added a lot of UI theme styles.
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> Added SDL2 and XCB rendering back-end written in C, alongside Raylib.
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> Scrapped C in total, removed SDL2 and XCB, wrote general Raylib-Ada bindings in Core.
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> Added AI package for testing, but it'll most likely never be used...
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> Scrapped everything once again, decided to create my own world and pixel art.
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> Refactored a lot of code, removed Heroes of Might & Magic 3 game data and sprites.
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> Present day, grinding pixel art...
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