PDA

View Full Version : Goon Wars A Turn-Based Strategy Level



SEWO97
10-10-2014, 02:18 AM
Please continue to post #8!

Goon Wars is a Turn-Based Strategy level inspired by XCOM: Enemy Unknown and RAD Soldiers. It will feature 4 versus 4 combat against another human player or AI controlled player. Maps are 12 by 12 and are randomly generated upon selecting play. Additionally, players can build and save their own maps using an editor which I'm currently making a save system for in LBP2.

Players can select their squads weapons and enter combat with a set amount of health and action points for each character. There are 8 weapons to choose from in the squad editor and characters can level to increase health. I may add more weapons and special abilities currently pre-set that are optional in the future as I make this level.

There will be a difficult selector that chooses whether the AI is casual or efficient. Casual will still play in a challenging standard but efficient will take every opportunity it can to defeat you unlike casual which gives you opportunities.

There shall be more features but not all final such as line of sight block, video settings (colour editor), out-of-cove damage bonuses, custom controller mapping, combat speed and a lot more... But there's one feature that has been on my mind. The undo button. If you make a wrong move you can undo. If you make 4 wrong moves you can undo each. You shoots someone you can undo. From my idea and what I've worked in my mind I can make it but with a lot of logic. I'm kinda' lazy so you know...

This level isn't just an idea. It's being made now and will be finished in LBP3. Additionally I'd like to note I was working on this level for 15 days, about 50-60 hours total since I've had a lot of time on my hands lately. I have completely scraped all of the logic and progress I have made. As I have made this level I kept think of better ways to make systems and now I have decided how this level will work behind-the-scenes. My new system is minimal in logic relative to the previous so this level shouldn't take too long. It'll be almost complete logic wise by the 17th of October. I set myself a deadline because there are new games coming out!!!!

Oh, and since the level is easily expandable, such as the editor and logic wise there will be updates. There's a tab dedicated to news and updates that will display fixes, added content and other stuff. Updates will include weapons and themes for maps. But since there isn't that much currently final more stuff will likely be added over time.

Rogar
10-13-2014, 12:09 PM
I've been working on turn-based strategy tech on LBP2 and I plan to carry it over to LBP3 for the extra layers. I've got the basics working, but no undo button, very impressive. I'm looking forward to seeing this. :)

SEWO97
10-13-2014, 01:45 PM
I've been working on turn-based strategy tech on LBP2 and I plan to carry it over to LBP3 for the extra layers. I've got the basics working, but no undo button, very impressive. I'm looking forward to seeing this. :)

About time someone replied! :)

Anyways, it won't be coming anytime soon. I've decided to completely redesign the menus and how they navigate show, that's gonna take a while. And I'm keeping the logic for player 1 but have to do some heavy re-logic-making for player 2... Its taking so much darn work!!! So I guess it's now a race to who can finish their level first!!! Harhar. I'm also looking forward to yours. God! I really do like TBS games.

Rogar
10-13-2014, 02:44 PM
Given my track record on finishing things, I'm sure you'll win. :p

By the way, I wouldn't start reworking the logic just yet. In LBP3 you got this broadcast chip to remotely apply logic, and more stuff that might be useful, so you may end up reworking everything again. You've already proven that it works, right?

SEWO97
10-14-2014, 04:24 AM
Given my track record on finishing things, I'm sure you'll win. :p

By the way, I wouldn't start reworking the logic just yet. In LBP3 you got this broadcast chip to remotely apply logic, and more stuff that might be useful, so you may end up reworking everything again. You've already proven that it works, right?

It works but each time I rework the logic the thermometer decreases so its a battle of 'will the game run smoothly here?' But I think the broadcast chip will become a really useful tool in the long-run.

airide101
10-14-2014, 09:52 PM
If the broadcast chip is what it seems, I see great things to come with it :p

Devious_Oatmeal
10-15-2014, 05:05 AM
That broadcast chip will do amazing things!

HYPE THE CHIP! HYPE THE CHIP!

[megaphone]

HYPE THE CHIP!!!

SEWO97
02-18-2015, 09:51 PM
After reworking the level from scratch I was able to complete a basic version. I've published the level in a demoing state and I'm updating the level every so often with new content, whether it be some bug fixes, visual overhauls it doesn't matter I'm set on finishing this level.

The level is a basic menu. The map is 10 squares by 10 squares. There are 4 Cops and 4 Goons. Players are given 4 Action Points per character per turn. Each square moved requires 1 AP and an attack requires all 4 AP. Note you can only attack within a 4 block radius. An attack shoots 4 shots. Each dealing 1 damage. A player is give 6 Health Points. There is a 20% to miss a shot. If the character is in cover with 1 barrier they shield 1 damage, and if they're in cover with 2 barriers they shield 2 damage. That's how simple the level is so far. But it works very well and I'm trying to improve the speed of the combat but TBS are generally slow.

I'm hoping to add these things as soon as I possibly can:

Tutorial because as of now there are just notes
AI to play against in the event you're alone
Story levels based in a universe superhero universe I've been writing for some time
Undo moves (only in single player, not in PvP)
Selectable weapons for individual characters
Special abilities per character and faction

I have other ideas to add to the level too but the above are my priority as of right now. So if you want to play the level here's the link: Goon Wars (https://lbp.me/v/qvsmn47). PS it's only 2 player as of right now until I finish the AI. Some people seem to miss this in the title, the description and the pop up before the level starts that recommend you play with 2 people.

And I do intent on keeping the level to the original state as I posted above. I'm trying to complete the level in a gameplay aspect before focusing on the smaller workings. Thank you for reading if you have.

SEWO97
02-21-2015, 04:09 AM
Notes for Update v0.1.21.

Additions

Added Keep In to prevent the cursor exiting the map
Added a scoreboard for when a player wins
Removed AP debug reset

Fixes

Fixed an issue that caused the cursor to change too many layers
Fixed an issue that caused the cursor to rapidly flicker in and out when switching layers
Fixed an issue that caused Cops not to look at Goons when attacking
Fixed an issue that caused the player not cancel select after attack
Fixed an issue that prevented characters from droping down during cover leaping

Changes

Added outline to existing materials to create a toon look.
Changed cursor opacity from 60% to 100%.
Changed and increased speed at which attacking calculates by approximately 3 seconds
Changed menu option PvE to Story


These posts are essentially to help me keep track of updates. But along with them I will writing about the next updates coming. I hope on adding in update v0.1.3 which should be coming within the next 3 or 4 days:

Turn counter
Faction abilities
Full font implementation
New UI

Rogar
02-27-2015, 09:09 PM
Had a look today, but I can't seem to get anything done except give move orders to one of my guys, no actual movement. And once I select a 4 square move, the next time I select a guy the green movement range squares only briefly appear, and then the AP/HP numbers disappear and nothing responds except triangle to end turn. I should be able to move everyone before I end my turn, right? Maybe I'm just doing it wrong...

Are you creating on a PS4 maybe? I'm on PS3.

SEWO97
02-28-2015, 10:24 AM
I did create the level on PlayStation 4, but the complexity of the level is definitely not a concern. The thermometer is only at 40%, all logic is wireless and I've tested the level numerously and the logic does work. I understand that people have been encountering problems with the level but each time I try the level, things work fine. The only problem I've had is with the pathfinder, but I'm working on re-routing logic, which can become very complex, but it's important to the level.

When you play the level you select a character (cross), select a movement gird highlighted in green, and then the character moves. Upon finishing movement even if one square you must select the character again because I included a deselect character once the movement is complete. Because of this I will now remove deselect.

There's failsafes in everything. I spent a lot of time ensuring redundancy. But the failsafe that prevents the player from selecting two players simultaneously may be what's causing your problem. I had to include this because you could select two characters at once. The logic that is cancelling your select means you just have to try and select them again. I will fix this problem with a better alternative, but as of now I'm working on new gameplay elements which are both faction and character abilities.

Another possible problem is if your cursor wouldn't respond at all. This is because the cursor has been locked. I added this function in so the player couldn't break the level by having two character functioning at once (i.e. attacking the enemy whilst the other is moving.) But the cursor only locks during movement and attacking phases so if the cursor is locked this means that the pathfinder may have spawned with no place to go because the pathfinder includes the cursor lock function.

As time passes the level will get better both functionally and fun-ly if thats a word which I'm sure is not.

I'd also like to note that I'm working on a community edition that will allow players to build their own turn-based strategy levels. I won't be locking the logic so it cannot be edited either, I want to give people the opportunity to create levels that they themselves may not be as capable to do so from a logical point.

Update 0.1.22

Fixes

Fixed an issue that caused -1AP on selecting a second character when one is already selected

Changes

Changed old stat display UI
New guideline

Rogar
02-28-2015, 11:41 AM
I see. Well, the character isn't moving after I choose a green square to move to. The reason I ask about the PS4 is that I'm hearing of more occasions where PS3 players get logic problems when playing a level built on PS4. Something to do with tags not activating. But this might be something completely different, of course.

SEWO97
02-28-2015, 04:34 PM
I see. Well, the character isn't moving after I choose a green square to move to. The reason I ask about the PS4 is that I'm hearing of more occasions where PS3 players get logic problems when playing a level built on PS4. Something to do with tags not activating. But this might be something completely different, of course.

If that's an actual glitch which wouldn't be a surprise at all. The problem with tags not activating on the PlayStation 3 versions of PlayStation 4 levels, then I can guarantee that is the problem.

The wireless logic is built on tags since I use almost only broadcast logic and the easiest solution to wireless communication is using tags.

Using the platform sensor tool I could create an alternative logic working for PlayStation 3 players, but that would be a lot of work, since the system is pretty nice as it is. Creating an almost identical system but using no tag included logic wouldn't be popular. I built the stat display on tags, the move, attack, lookat, grid system, everything works using the darn tootin' tags. Screw you Sumo Digital! You broke it all! Darn you to hell!