More Progress on the New Tactics Game
The follow up to Depth of Extinction is getting closer to a beta test and official announcement
A ton of progress has been made in “the new game” since the last update I sent out and I think we are actually getting close to an official announcement and some kind of beta test. The overworld is very playable right now and I’m now working on getting the tactical part of the game installed.
Here are some screenshots from the current game and some notes. Please realize that art and game design are not final at this time, and I am open to hear ideas and criticisms.
Game Loop
Choose a Commander
Choose a Quest
Explore the Map and solve the Quest Objectives
Finish all Objectives without losing the Commander to unlock more commanders and Quests
Overworld maps
Each Quest area is made up of Maps
Each Map is a particular Biome and is made up of Terrains
Quests using the same Map will not need to have their Fog re-cleared
Vehicles
Commander explores the Overworld in a Vehicle
Each Vehicle can only travel on certain Terrains
Each type has different weapon type, fuel capacity and health
Vehicle upgrades can be purchased at repair shops
Unlock access to new Terrains and armor, weapons and other items
Encounters
Points of Interest of a certain Type will appear on the Overworld
Each unique Type has different Choices that can be made
Some choices require a 20 Sided Dice roll (D20)
Choices can result in deploying your team in the Point of Interest
Resources
Encounter Choices might require a particular Resource be used
Using a Resource during an Encounter might make it easier
Resources can also be gained and lost in Encounter Outcomes
Resources can be purchased in stores
Medkit resources can be used to revive and heal characters
What’s Next?
I am setting a goal to provide quarterly updates on the game moving forward. It seems like things are getting set enough from the art and game design standpoint that I feel good about completing it. I really prefer not to announce games I don’t have 100% intention to complete.
The current tasks I am working on are mostly related to the Tactical Battle systems. I spent a few months this year getting that part of the game fully implemented in 3D with a pixel art shader effect. This is a pretty big change from Depth of Extinction, which used a 2D sprite system. I’ve gotten pretty good with making character models in Blender in the last few years as I worked on this conversion and I feel good about using 3D moving forward.
Some specific stuff you can expect to see in the new Tactical Battle systems
Similar Cover system to Depth of Extinction, which was roughly based on the rules in X-COM Enemy Unknown
Pre-Battle squad placement mechanic
Generous “to hit” chance smoothing and guaranteed hits in some situations
Smaller maps with quicker battles, including some smash and grab and infiltration missions
Many new Combat and Exploration scenarios that tie in to the Encounter system
I’ve got strong opinions on what i want in “the new game” but I also want to hear what parts of other tactical games you liked and especially didn’t like. Some stuff I know, like missing 95% chance shots. But other stuff is more subtle and i love hearing about that.
Until next time!