Instant action battles set in the world of Victis. Victis is planned as a role-playing game on the PC, combining visceral action with turn-based tactics. The game is set in a dark medieval fantasy with gunpowder firearms instead of swords and bows.
This project is actually just the combat system of a larger project I’m making: Victis, a full-fledged RPG game. But I want to concentrate on the combat system first, hence, this. You may see some little glints of what the RPG game may end up to be with this combat system, but the focus right now is more on the fundamental mechanics for combat.
The end product for this small project is an “instant action” game where you choose your units, choose a map, then duke it out in battle against AI (or perhaps another human player), much like “skirmish” modes in many RTS games. So, no story yet, whatsoever. No leveling-up yet, no character inventory yet.
First of all the biggest improvement is that the 3d model I use for the soldiers in the game is now textured.
This 3d model, for the most part, is still a placeholder for the different unit types in the game.
Right now we have three unit types:
Your standard ranged unit. Can shoot far. Wields a rifle in both hands and can't do melee attacks.
Equipped with a hand cannon (blunderbuss). Does frontal assaults and uses his hand cannon as a blunt weapon for melee attacks.
Lightly equipped soldier wielding a pistol. The scout can traverse steep terrain where others have a hard time travelling. In the future, he'll also be equipped with a grappling hook so he can help other units who cannot otherwise climb walls and buildings.
As you can see, I'm currently reusing the same 3d model for all unit types. Once the game goes further along I'll take the time to create unique characters.
Another major update is the addition of a new outdoor map taking place in a hillside with a tower outpost.
With this, I needed to add pathfinding to the enemies as they were mindlessly bumbling across impassable terrain.
You can read more about the technical stuff about it here.
This was how Tactics Ensemble looked like first, at the start of 2012:
And this is how Tactics Ensemble looks like as of the end of 2012:
Hopefully 2013 will also be a good year for Tactics Ensemble.
Here's what I've been working on next, the Shieldsman unit.
Shieldsmen are armor-clad soldiers carrying retractable tower shields. They serve as the tank unit in the game.
I won't create the Shieldsman character yet, only his shield, and I'll reuse my soldier 3d model again for the time being.
I got carried away and made this also:
Other than that, big glaring deficiencies in the game is the GUI, from the GUI in the battle screen, to the main menu, scenario selection, and everything else.
I can't depend on Unity to finish their new GUI system anytime soon, and using the current GUI system is a pain to use. I can't buy 3rd party GUI systems either like NGUI since I don't have any means of purchasing online.
Well, I'll work something out.
Latest tweets from @anomalusundrdog
Jun 28 2015, 8:32am
Jun 28 2015, 8:30am
This Project is on Hiatus T.co
Jun 18 2015, 7:02pm
@Deadcow_ OMG they finally automated that \( ﾟヮﾟ)/
Jun 11 2015, 1:02pm
May 2 2015, 7:15pm
Imagine a movie, a bomb that needs to be stopped by inserting a USB port... "WHY DOESN'T IT FIT?!?" "FLIP IT AGAIN!!!" "I ALREADY DID!!!"
Apr 30 2015, 11:38am
Apr 28 2015, 11:43am
RT @FilipinoNigga: Don't just think positive. Think wisely. Because some of you are positively stupid
Apr 26 2015, 10:12am
Just watched Interstellar, now I feel a little less shitty. Like I figured I don't really have a right to complain about my life right now.
Apr 21 2015, 11:44pm