Been quite busy on Shattered Throne. I am happy to say that I think I found some keys to scenario design and game play tweaks that have really improved the game:
- Updated unit movement speeds, slowing them down a bit to allow positioning to play a more central role
- Added roads to allow units to move from the player's reserves to where they are needed quicker
- Change to use campaign map to influence the design of a map, instead of completely define it. As my campaign map only has major features shown, maps were turning out a bit boring, especially a lack of water tiles. A simple mindset change to think of the campaign map as showing only large/major features (instead of everything) has lead to a lot more interesting maps.
- Arrangement of terrain in clumps to create choke points. This works well now that difficult terrain is much more restrictive to movement than before
- Updates to scenarios to allow key locations to be defined and include more generic events and triggers to handle adding units in addition to conversations as before. This has allowed for some more interesting victory conditions to be setup.
- Scenarios now have an AI flavor, which can be used to turn off certain AI modules. In particular, I often turn off my multi-turn strategic module such that ai units only react to your units when they move close. While this seems like a step backwards, for certain scenarios, it allows for a different flow to the map that is sometimes desirable.
I have been avoiding finishing up my series of AI articles, as I am still making tweaks to the AI here and there. But it is really feeling solid now, so should be back to wrap up that series of articles.
And just kicks, here is the list of checkin changes to the project over the last month or two:
@ Shattered Throne committed: MJH added save and load game, fixed bug in slot machine player xp initialization, world map icon manager now reuses existing icons with same id, exit button added to story screen, map coordinates and paths added for remaining scenarios in chapter one2013-10-0916:22
@ Shattered Throne committed: MJH Story map score displays to handle new scoring system, and deal with defeat and replay of older scenarios. Fixed generic speakers during campaign map display, new surrender option added to game menu, AI tweaks for buying during times of plenty to not over produce rank 1 units2013-10-0816:52
@ Shattered Throne committed: MJH Story dialog for first 2 scenarios completed, work on story and map display between scenarios begun2013-10-0620:16
@ Shattered Throne committed: MJH Unit tweaks and the first two scenarios are actually fun now! woot!2013-09-3015:50
@ Shattered Throne committed: MJH Updated movement speeds, new Undead unit changes, Empire Priestess updated2013-09-2016:45
@ Shattered Throne committed: MJH Tweaks to Consolidation AI retreat logic, work on campaign scenarios2013-09-1817:39
@ Shattered Throne committed: MJH Campaign scenarios, bug fixes including 1 turns remaining changed to last turn, objective popup no longer shows in middle of turn start conversations, AI should no longer perform suicidal attacks (bug dealing with First Strike targets when doing combat simulations) and AI now takes advantage of Units with Haste trait when purchasing units2013-09-1717:26
@ Shattered Throne committed: MJH Removed AI Skirmish cheat, support for new AI Type scenario parameter, Conquest victory can now be used to specify a certain number of enemies to kill instead of just all, campaign scenario testing, bug fixes for editor2013-09-1618:42
@ Shattered Throne committed: MJH Added new terrain types: Fords and Rough, also added new AI flag to scenario editor2013-09-1117:01
@ Shattered Throne committed: MJH Unit updates for balance and playability, number of coins per victory star updated2013-09-0215:52
@ Shattered Throne committed: MJH Camera tweaks to prevent scrolling when map fits on screen completely, fixed particle and text swipe delay on results screen, re enabled overlay screen with corrected detection on which scenes it should be shown on, and which it should be hidden, updates to game results screen to show number of stars with new effects instead of grade scale2013-08-3016:20
@ Shattered Throne committed: MJH Switch to new scenario grading based only on speed, added visual markers for Key locations2013-08-2916:17
@ Shattered Throne committed: MJH implemented enough of last checkins new features that will compile and run again, includes new Victory Conditions and Generic Event Triggering2013-08-2617:45
@ Shattered Throne committed: MJH This Version Set will NOT Compile or Run, major work in progress: Added new scenario functionality to Scenario Editor and Content Manager, but game itself not yet setup to recognize new additions. Includes several new victory conditions, the ability to flag certain map spaces as key locations, conversation triggers made generic to support more than just conversations such as unit spawning mid game, new scoring support fields, and now editor is smart about connecting settlement spaces to nearby roads.2013-08-2314:45
@ Shattered Throne committed: MJH Finished implementation of new roads, bug detected in AI routine that causes it to hang2013-08-2022:23
@ Shattered Throne committed: MJH Roads terrain added. Needed a way to move units quicker from reserve to the front.2013-08-1622:15