More artwork and gameplay changes

I have made more progress with the artwork since my last blog update. The image below was taken from the map editor in game. It shows an early version of the grass terrain, details, oak trees, and rock formations. There are actually 2 styles of the oak tree, which will be changed to the pixel art style for the final version. There are also no shadows yet and that will change soon. Basically, this is just an early version of the assets to give an idea of the art style. I hope you can see the potential like I do :)

Early version of the grass terrain, details, oak trees, and rock formations

I made progress with the gameplay too. I tweaked the combat effects in several ways. First, I combined the three leader abilities for crowd control into one state so only one can be active at a time. These leader abilities can be used to help control enemies when they break fear/stun/mez and have built-up rage. Enemies will have a visual effect associated with both incapacitation and leader crowd control abilities.

Furthermore, each leader class will have a unit that debuffs, which will all stack and be displayed as small icons under the rage tier bar. These debuffs will have powerful results when combined with player and heroic unit damage abilities. The icons will help players identify good targets for those abilities during battles. Finally, the remaining combat effects will include various buffs that have visual effects to indicate when they are cast.

In addition, I added many of the unit abilities and continued to define the roles. Each leader class has a unit for every role, but the combat abilities are unique. I think that this approach will ensure the leader classes are balanced while making the gameplay different. I have concepts related to each class type too. The units of each leader class will borrow from their arch types of knight, stalker, and mage. Those concepts will be explained in detail later.

Fortresses are setup to upgrade structures automatically. The speed of upgrading depends on the banner zealot connections. Therefore, players indirectly control the upgrades through those connections. There are other upgrades that players can choose and those will also be affected by the banner zealots. I want a high-level upgrade process to reduce micromanagement and hopefully give a fun alternative for upgrading. Higher tier structures are stronger and do more damage. Likewise, troops with higher rage tiers do more damage too.

I have a lot more to say about the gameplay. I will start updating the web site soon so it reflects the current design. I also plan to give a thorough explanation from the start of the game to the end when I have some free time. Right now I am focusing on my main gameplay tasks as well as changes required for the new artwork. This will be a busy month! Thanks for reading :)

Comments are closed.