Author Topic: XCOM Inspired Fantasy Game  (Read 94930 times)

Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #360 on: February 18, 2022, 11:32:51 pm »
In XCOM player gets funding of the world governments.
I decided to overhaul it a bit, and instead make the player fund the oppressor.

As of now it is a % of the player's income and it will grow with time up to taking most of all player's money.
But it can be reduced by completing the king's quest (inspired by King's Bounty  :P)
But I consider also adding a flat tax for the low income scenarios.
In case player does crafting or a lot of freelance questing, hiding the money from the crown.
And it would also launch other systems, like forcing player to take debt to pay the tribute.

Now I was thinking about a more refined extortion hierarchy, and when player becomes the king there will suddenly be a need to pay tribute to the gods.
Or I can start the player as a serf, or a free person without any land. But for the v1.0 it will be that simple, because scope creep is already enormous for a single person indie game, which I need to finish before I either gain asylum in NL or will have to suicide to avoid deportation. In case I will have to kill myself, I will release everything into the public domain before taking the pills. But the project is so huge and already too so many years, I doubt anyone would be able to continue it or rewrite from 0.

« Last Edit: February 18, 2022, 11:35:30 pm by NancyGold »

Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #361 on: March 05, 2022, 01:39:13 pm »
Amazing! There is now fighting at places, like Obolon, I walked a year ago in Kyiv :(
The Borispol airport I took flight from got bombed  :'(
A Kyiv trans girl who supplied me hormones is missing, while the friends family hides in the country.
Putin doesn't play tactics games, but Z-erg rushes like it is Starcraft. Or is it a Z-ombie Rush?!!
For Ukraine it looks like a tower defense game with huge columns of mobs going to kyiv ignoring everything.
And Zelensky armed every single Kyiv hispter. Even girls now have AK-47.
I really should have stayed and re-applied, instead of running away. Today Ukraine needs any support it can get.
So I have decided: my next game will be fully voxel, revolving around a self-defense squad in Kyiv.

Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #362 on: May 31, 2022, 07:45:38 pm »
Still alive.
Implemented something I previously thought impossible:
Large scale objects inside a cubic lattice based isometric engine.
It allows 3 levels of exposure: interior, exterior and floor only views.
Separate case is when mice cursor is on top of object roof.

I have also implemented tileset based large objects.

Guess it is the most baroque isometric engine ever.



Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #363 on: June 09, 2022, 12:48:59 am »
Finally finished importing all the tower parts.
These stack on top of each other, plus additional occluding sprites.
Occluders are required, because compared to the original XCOM, my engine cells dont have walls.
I.e. if one wants a wall, it has to be a separate cell, like in Magic & Mayhem, on which I based my design.
Now for art and compactness purposes I need to hide sprites beside say this tower top's rail, so I draw this rail as separate sprite with different draw order.
Calculating collision with such occluders will be additional challenge, but I don't need it for a fantasy game.

Obviously the tower will require retouch, because originally artist drawn it smaller, since back then I was unsure about the sprite size.


Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #364 on: July 09, 2022, 11:52:20 pm »
Have to overhaul the magic system again. Initially it was based of reagents, with the idea being "reagent = ammunition", since the game began as a fantasy XCOM. Yet I always found ammunition management to be the most inconvenient thing in XCOM. In my case more complex spells require several reagents (think your soldier has 10 guns, each uses a combination of ammunition - insane!). Now I have also introduced the gods system, and these gods are heavily interlinking with magic system. For example, severing god's influence in the realm will affect spellcasting of that god's dependent spells. There is in fact a way to block all other players from spellcasting, while retaining that power. Of course I can enable/disable spells per player, but the most robust way to implement is by switching spellcasting from reagents to to global mana pool Master of Magic style. But I have colored mana, there are several mana pools. And these mana pools are refilled based of player relationship with gods (player controls god's temple, player gets that god's mana). Finally there is the good old alchemy - converting gold to mana, and the other way around. I like that idea more, since it develops on top of Master of Magic design. But yeah, it further deviates from XCOM. And previously I have already abandoned the idea with ammunition like arrows and cannon powder. Maybe I'm just less autistic on HRT to appreciate the ammunition concept being explicit in game design and now try to streamline everything. Because I'm also looking on making all encounters faster and maps as small as possible. But I never liked the "hunt that last alien" concept. But yeah, there are already fantasy mods for OpenXCOM, so guess people can get exactly that. I'm better of trying alternative designs.
« Last Edit: July 10, 2022, 12:00:46 am by NancyGold »

Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #365 on: August 14, 2022, 10:47:35 pm »
The project is not dead... yet.

I have redesigned the mana system. Now there is single mana color, but it is capped by the number of crystals players has.
Crystals are a rare resource and a way I bind multiple systems now.
Player uses them to hire more powerful units, construct advanced buildings and just advance the game.

Currently I'm working on making the chapter 1 completable.
Basically the game is broken into loosely connected chapters.
Where the agency player represents gets hired to solve different problems.
Since I think single "demon invasion" thing would be really boring.
And I don't feel well just copying the original XCOM, without re-imagining everything.

The first chapter is about player rescuing a princess, so I needed a princess sprite and had to draw one.

This time I decided to finally create a human character base, so it will be easier to produce different human sprites.
Just draw the clothes and weapon over the existing animation. But these make for really boring copy-cat characters.
So will be used mostly for NPCs, like city civilians, which player can capture for different purposes, like sacrifices and magic experiments.
Yeah there is this reverse-XCOM mechanics, where player plunders cities. Actually inspired by Hammer of the Gods (and old DOS game).



Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #366 on: September 03, 2022, 11:17:57 pm »
Finally the princess got into the game. The paperdoll system still needs some refinement.


« Last Edit: September 03, 2022, 11:20:46 pm by NancyGold »

Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #367 on: September 10, 2022, 01:03:29 am »
Base system works surprisingly well, but the project scale is getting even more out of hand.

Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #368 on: September 11, 2022, 03:39:13 pm »
It is kinda tricky to combine male and female bases with the same set of clothes and equipment, but I kinda did that, due to the art style being half-way chibi. I think I can also dynamically generate dwarf versions too, which is kinda mandatory, since the short characters can pass through passage that are unavailable to tall ones. Generally making a good pixelart base is an alchemy. But it is kinda mandatory for a dynamically generated game, where characters and encounters have to unique. I have 24 frames of animation, which have to be duplicated among all clothes, but weapons can be added dynamically.
« Last Edit: September 11, 2022, 03:44:48 pm by NancyGold »

Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #369 on: September 23, 2022, 01:56:02 am »
Still working on the base system.

Had to implement the animation script level XY frame positions for all directions, so I can reuse the same frame at different positions
Code: [Select]
                aware
                xy -4 -2  xyr 4 -2 point
                xy 0 -10  xyr -2 -10 atk1
                xy 8 4    xyr -8 -4 atk2
                xy 8 4    xyr -8 -4 atk3
But I think the right thing would have been calculating these in the world space, not the screen space, so this xyr duplicate wont be required for the 180 degree version of the anim.

Now some big layers can't be easily composed into a base, which is limited to 96x96 frames, for numerous development reasons. Therefore I have to render say winged characters using some hacks, just because the wings are so big.


Offline NancyGold

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Re: XCOM Inspired Fantasy Game
« Reply #370 on: September 27, 2022, 04:50:13 pm »
Given the introduction of paperdoll/base system, I decided to rethink the entire character/tech tree.
Before I just had some creatures attracted by buildings, akin to Dungeon Keeper.
These creatures came with predetermined equipment and abilities.
There was an inventory system and equip-able items since the beginning.
The equip-able items were a minor gimmicky thing, which gave small bonuses like +1 to defense.
Creatures had no progression, outside of the polymorph spells, which changed the creatures.
It was okayish, but offered no uniquiness to different creatures of the same type.
So now I decided to overhaul it and move closer to XCOM and Final Fantasy Tactics.
Equipment will be a huge thing now, and having a hook will be required for humanoids to scale walls.
There will be further creature progression, like humanoids will be able to grow wings.
Example is that flying zombie from the previous post. Think of it as flying armor from XCOM.
Before there was a ring of flying artifact giving flight to any no-flying character.
But it was really bolted on, without any character development and tech level.
I'm fixing it now. No, not with character jobs, but with a novel system, which fits nicely with city building.
Also I still wont be introducing experience or job/class experience, since I'm not making an RPG game.

In fact, no RPG elements is the 1st of the 3 design guidelines I use
1. No experience/character-classes or other D&D nonsense.
2. No randomness for action result. Even if the result appears to be random, it still depends on the world state (i.e. phases of the moon). Basically when I want something to be random, I make it depend on many factors, some of which are non-obvious or unseen to the player. Then I introduce abilities to access these factors.
3. A gameplay feature, which forces player to plan in advance, is a good one. So in my game design book, requiring spellcasting to take some time is a good idea. Yet more powerful spellcasters should have lower casting time. That alone gives player so many options: pick a weak spellcaster, who will do the job but take it long and will require you to plan further, or waste money on the expert one. And this 3rd rule indirectly helps implementing the 2nd one, because player choices introduce randomness, which is not as annoying as dice roll, because if player fails, that is the player's fault.

Anyway, now I have to draw a ton of pixelart myself, for the basic stuff like outfits. I don't hire artists anymore, since cheap artists produce too low quality art, so even I can already do a better job, while professional artists require fulltime employment and really huge salary. Then a lot of effort is wasted communicating what is required, and even I myself don't completely understand how it all should. This entire thread demonstrates doing new stuff, instead of just cloning Final Fantasy Tactics or XCOM, requires a lot of R&D, and sometimes taking breaks so I can return with a clean head and news ideas.

« Last Edit: September 27, 2022, 05:02:19 pm by NancyGold »