Monday, April 23, 2018

Infiltration 0.0.2

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In last weeks I have started a new project (some info on bay12 forums), called Infiltration, and my vision is:


a turn based single player asymmetric game where player take control of an agent and manipulate actors and organizations to obtain victory





You are not dead, you are not living.. yet.
Aeons ago, in a time before mith, your enemies sigil you in a realm far from reality. Weakened and far from your power, your will simply.. disappear.
One echo, from time to time, hit your dreams. Something called humanity is playing with arcane power and forgotten knowledge, part of you.
You simply awaken and take a look into the world. These "humans" will serve you as puppets in your quest to become powerful, again.
In version 0.0.2:

  • added recruitment system: if a poi has less than 3 character, there is a 2% of chance every turn that 
  • added faction system: now factions can triggered a war with other factions, guided by relations. When there is a war between factions, player action is not possible. After 10 turns, there is a small chance that factions start a peace
  • maximum character for every poi 7, random between 3 and 7
  • a lot of bugfixes!
  • notification system on left side for multiple events
  • now high madness actions has negative impact -10 on faction relations         
  • display population value on poi stats (used when rebels recruit it's army
First let me thank all people that has supported this experiment, both on forums and on itch.io ! 14 downloads, thanks guys! For a little experiment like this one, is a great result!


Let's dig a little bit in this version 0.0.2 with some screenshoots!

And start with events notification system on left side of the screen. Now when an event, triggered by player actions or from other actors, is displayed on left side for three turns and when clicked the event panel is displayed.

It's a basilar implementation, but now is more easy for player to not miss important events!

So move on faction system.Before this update, faction is just a property for characters player could manipulate. With this update, factions are an actor of the game and has relations with other factions, decide to start or stop a war. Of course player action, in particular character's actions on high madness can impact on faction's relations, so be wise when you play these actions!


And example on how relations are handled right now. I'm thinking to add a separate panel with all relations in one place, to simplify player view on factions.






An important outcome of a war between factions is that character of both factions are not available for manipulation, so be aware of that during play. It's fun from my side to plan to focus on a specific character, then move on calling on a city and.. a ware between two factions occur! As player you have to wait and move to new targets, until war ends!

Another little detail I've missed before is to display poi population on poi panel:



In this screen I'm also highlighting rebellion value, in poi panel and remember that a city in chaos (displayed in red on map) is a perfect place to start a manipulation!

Let me know what do you think of this prototype in comments sections!


Sunday, April 8, 2018

Infiltration 0.0.1

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In last weeks I have started a new project (some info on bay12 forums), called Infiltration (temporary name I suppose).
My vision for this project is the following:

a turn based single player asymmetric game where player take control of an agent and manipulate actors and organizations to obtain victory

This is first release (0.0.1! yahoo!) so nothing impressive, a lot of bugs, you are welcome!



You are not dead, you are not living.. yet.
Aeons ago, in a time before mith, your enemies sigil you in a realm far from reality. Weakened and far from your power, your will simply.. disappear.
One echo, from time to time, hit your dreams. Something called humanity is playing with arcane power and forgotten knowledge, part of you.
You simply awaken and take a look into the world. These "humans" will serve you as puppets in your quest to become powerful, again.




Note: almost everything in the prototype has a tooltip, so move your mouse on top of it for an explanation

This is a single player, turn based game: that means you play solo against computer and every step in the world awaits your command, so take your time and look around!
On top left corner there is the turn button, where you move world to next turn.
Behind it there is the ancient power value: when you get the 5/5, you win. In order to obtain this power, manipulate humans and send them to dangerous quests using your calling action
Behind ancient power there is the awareness level: when hit 5/5, you lose. This awareness represent how much world know about you. This value get higher when characters in the world follow clues you left behind with your manipulations.

On the world map: every province has a city poi (point of interest). If you click on it, you can see detail for every poi.





A city poi has some statistics like:
- name
- status (peace, rebellion)
- description
- rebellion: when is 10, a revolt start and there is a battle between loyalist and rebels in the city
- food: when is 0 a famine start in the city
- production
- money

There is also a notable character list with an icon (when character is focused, you get information about his/her role) and name. This list represent current actors available for manipulation (more on it later).

If you select a character, you get some information.



When you start, not all information about a character are available, so you need to do an action: focus action.

Note: when you do an action, on point of your ancient power are consumed. This power is available again when action is completed.





When focus is completed, you can see more about a character, like:
- role
- name
- description
- statistics
- faction
- relationship
 
Your objective is to obtain forgotten knowledge hidden in the world, to get more power and break the sigil. In order to do it, you should force with your power a character to follow this quest using the calling action.



After required turns, action is completed and your power grows.



Now, with more power, you can do more actions, in different places, but be aware: every action you made left behind clues, that suspicious character can use to advance global awareness in the world.








To stop them before is too late, you can use manipulation action: select a focused character and a relationship you want to use.
That character will follow this relationship using your distorted powers and result will be determined by character role and madness.



Are you able to manipulate the world, uncover forgotten secrets and rise in this world before heroes notice you ?



Thursday, March 1, 2018

Drone Swarm 1.0

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Finally version 1.0 for Drone Swarm, you can play it now on Itch.io :




 In this update I've added:

  • 4 more levels, now 10 levels
  • removed planet percentage indicator and added a coloured visual instead
  • a little story screen


My hope you can enjoy battling little bit with this game!

    Sunday, February 4, 2018

    Drone Swarm 0.6

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    Welcome back! This time another little update on my prototype, Drone Swarm!



     In this update I've added:

    • colored area around stations again
    • levels with more than one AI to fight
    • swapped level 2 and 3 (thanks to orochii)
    • 3 more levels
    • saved level progression on user home dir on disk

    Not too much crazy, but another little step on right direction! Let me know if you find any bug or you have any suggestions, much appreciated!

    Friday, December 29, 2017

    Drone Swarm 0.5

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    Welcome back on another update for my little prototype, Drone Swarm! You can download and play it from itch.io, here:




    This is a really big update and I'm going in the right direction for this game, so let's see:

    • improved menus with basic explanation (I've mentioned it before on my last game update here)
    • balanced drones spawn speed for player and AI (thanks to meva!)
    • added a warm up time for AI, so player can understand each levels (3 seconds for now!)
    • loaded levels from json files
    • 3 new levels
    • a basic star field as background 
    • a win screen (finally !)

    Seems not too much, but  this changes moves Drone Swarm from a prototype to a real game. So let's see some screenshots:

    new intro screen: with some explanations!
    First level, player (green) try to conquer central station before AI
    level 2: AI (blue) conquering bottom left station

    Adding level definition in an external file let me build a lot of different levels configurations and using awesome libgdx Json library reading, parsing and using into the game is really easy, well done guys!

    What about next steps? I'd like to get some feedback guys! I want to add more levels with different configuration and play with AI until I'm satisfied, but more importantly I'd like to add more unlockable units so more difficult levels will be, more weapons player has.

    See you on next update!