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Turn-based mobile strategy game (Forums : Pimpage & Posing : Turn-based mobile strategy game) Locked
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lancer611
lancer611 Professional Software Developer
Sep 6 2012, 8:05am Anchor

This document is now outdated, see the game page: 
Indiedb.com

I am a software developer, and I have a decent start on a mobile game.  A lot of the groundwork is already laid, and I am now to the point of implementing actual gameplay.  For now I am using my own lame programmer art, but hope to recruit a talented partner to take over the look-and-feel.  I am not set on the look-and-feel, so if you have some kind of neat idea I'd probably be open to it.  As of yet, I do not have a good name for the game, so for right now I am just using tileWorld.

Its a multiplayer (2+) turn-based strategy game, set on a world/map of hexagonal tiles.  The emphasis will be on a tactical, pitched battle type of gameplay.  The theme is medieval/fantasy.  The game starts with each player choosing a limited number of units from a selection of several different types.  The players then place their units in their starting area, either blind to eachother, or in a turn-based fashion.  Next, the players take turns performing a single action with every unit each turn.  Actions include: pass, move, attack, cast, etc.  Each unit will have a specific set of stats, ie health, armor, damage, range, etc  The obvious goal is to eliminate all of the other players units, but I am leaving the win condition open at this point.

The game will be played similar to most multiplayer turn-based phone games, via notifications.  I also hope to implement at least a basic AI that you can practice against.

That is all I have planned for now, but future updates might include: 'points' gained by winning matches, spend points to upgrade or unlock units, implement different races each with differing types units, possibly defensive structures and siege units, a range of AI difficulties, and the list goes on. 

The game will be released as free-to-play, with monetary ads.  There is no budget for this project, so I will not be paying for any artwork. Should the game end up being a success, I would split the profits fairly.  Given the proper tools (ie mac and iphone, which I dont have), the game will be capable of running on: Windows, Mac, Linux, Android, and IOS, but I intend to target mobile only.  My goal is to release a simple, but finished game.

You can try out what I currently have:
Windows:  Dl.dropbox.com - unzip and run run.bat
Android: Dl.dropbox.com - click link with your android phone

I will make sure to update the links with my latest changes, documented here:
8-29-2012 - Currently there is a menu with a play button, clicking it takes you to the game state.  In the game state you have a little soldier that you can move around.  You can also 'pan' around the world by dragging.  Click the exit button to go back to the menu.
8-30-2012 - Fixed a bug causing the soldier to be skewed from the tiles while moving.
9-4-2012 -  Implemented support for selecting and moving multiple units.
9-4-2012 -  Found a free character sprite sheet and implemented character animations.
9-5-2012 -  Found a second, different character sprite sheet and implemented it.
9-5-2012 -  Implemented deselecting of unit by clicking on already selected unit.
9-5-2012  - Implemented a travel range for units, such that they can only travel a specific distance per turn.  Tiles in travel range are highlighted when a unit is selected.
9-6-2012  - Implemented placement/creation of units by clicking a tile and then selecting an option from a list that pops up.
9-7-2012  - Implemented a very basic HUD which displays unit attributes.  Also implemented some basic attack functionality such that you can make units attack eachother.  The yellow highlighted tiles indicate attack range, and the white highlighted tiles indicate travel range.  The 'selected' unit HUD is shown in the top left, and the 'targeted' unit HUD is shown in the top right.
9-7-2012  - Fixed a couple bugs with the HUD when changing unit selection.
9-8-2012  - Implemented unit death.
9-9-2012  - Fixed a small bug - dead units being rendered in front of live units that moved to its tile.
9-9-2012  - Removed exploit of being able to do actions while moving.
9-11-2012  - New tile art
9-11-2012 - Implemented toggling of zoom between 2 preset views. 
9-13-2012 - Implemented creating account and logging in.
9-13-2012 - Implemented secure communication to cloud based server.
9-14-2012 - Implemented challenging other players, and accepting challenges.

What I am currently working on:

Implementing basic multiplayer functionality.

Edited by: lancer611

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