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Offtopic / Re: XCOM Inspired Fantasy Game
« on: May 11, 2020, 03:22:09 am »
Done implementing mine generator for now.
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If you don't want to use an engine, SDL2 for c++, don't know about c#. If you are fine with using an engine, Unity for c# and unreal for c++
I guess it depends on how complex a combat system you wish to make. I was assuming hits that did 0 damage were still considered hits instead of misses. OpenXcom seems to have a good combat system but perhaps there are some things you would like to do differently. Maybe a hard hitting blow should always do some damage even against strong armor. Or maybe a percentage of the damage blocked by armor gets converted to stun. Maybe weapons should be a combination of damage types. For example a grenade would do both blast damage and the shrapnel would do piercing damage. Or a rifle bullet would be 80% pierce and 20% concussive while an arrow would be 50% pierce and 50% cutting. This system could handle sandbags that can stop bullets but allow arrows to penetrate them and grenades that demolish them. IIRC, the bullet arrow sandbag thing has to do with arrows having more momentum even though bullets have more kinetic energy.
Generally, many games treat armor as primarily reducing damage. Better armor usually doesn't make opponents miss more but instead lessens the effects of the blows received.That doesn't always make sense. Say two knights wear plate mails and armed with short swords. Now one knight hits his opponent with a slash. A slash will get deflected by plates or by shield, and wont do much damage (beside maybe forced the opponent to backstep), unless he hits with the handle and to the head, resulting in some concussion damage. Now if that knight manages to get the sword between the armor plates, that will do the damage, and could be fatal. Same with a warhammer - it will do concussion damage, disregarding the armor.
No, it's a twin-engine aircraft.Why is it so fat? Where are the wings?
Reconnaissance? Bad idea, you'll just activate an overwhelming number of enemies. Flanking? Building a fire base? Using decoys?To be honest original XCOM had no true recon. There were basically three options.
All enemies in the game will wait until they are engaged by the player, after which the enemy will begin attacking the player units. An enemy unit is engaged if it is attacked or a player unit is present in its danger zone during the enemy phase.
I do not think this is Xcom engine,Yeah. Its uses the Wages of War engine: https://www.mobygames.com/game-group/game-engine-random-games-1996-2000-strategy-engine
- tiles have different dimensions (its look like unit is two tiles tall)
- there is not "black map" at beginning
- inventory is handled differently
- allow zoom out
- flying work different
If this engines have some in common then it was very very heavy rewriten.