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Thread: Adventure Features and hopefully some rts/idle

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    Adventure Features and hopefully some rts/idle

    Hello. I've mae a little "game" for the past 4 days.

    The goal of this project is to learn a few new things related to idle/rts and adventure games.
    My first goal was to learn how to make a few idle/resource manager features, but then I wanted something to do while "idle" so I made an adventurer hero aswell..
    And so it took a turn and most in the "game" is hero related hahaha.

    Anyways, if you want to take a look, and give me some feedback (no graphic feedback, I know. I know...).

    http://www.filedropper.com/adventurefeatures

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    I think it's a very nice turn to the standard resource collecting game,
    a bit like "Heroes of might & magic", which I loved back in the days.

    I would suggest testing some "repeat while mouse pressed" actions,
    like for attacking (at timed intervals?) and moving the hero (or maybe pathfinding?),
    to avoid mousebuttons/fingers disintegration later on

  3. #3
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    Yes, I realized that today, collecting wood seemed a bit finger breaking after doing it 100 times. Luckily I alredy have the cooldown so I just made an OR with mouse holding. Thanks for poitning this out It has been done!

    The movement have been easily set up aswell so now it work with holding the right mouse btn to make the hero focus on the mouse point when this happens. Very good suggestions, thank you!

    What I am experimenting for is some kind of harvest moon/wc3 blend. I made 1 shot at making multiple controlable units, after some hours I gave up on that. It was never a plan to have multiple unit controls, I just wanted to have workers do differnet things whenever requested, but this can easily be achieved without having them on the actual map. I'll just make a control window for the "idle" resource collectors.

    I also want to experiment with a raiding system, so that at x+random there may spawn a group of enemies that will head for the main base (or any other buildings of importance). And thus I made thee crafting system to help defend against that.
    I also want to make a few survival things for the hero, like making a fire and cook food. Maybe even go out on adventure to search for chests or small caves to explore. Anyways, right now I am just testing a few things I would like in such a game.

    If there's anything you think u'd like in such a game just throw it here, I'll try to do it, and hopefully learn from it. Thanks!

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Oh, they are all cool ideas, can't think of much more honestly!

    By design , I'm a bit more heading towards adventuring stuff,
    so some cave to explore (randomly generated ), magical objects to find,
    experience to gather and grow, possibly a final objective / goal (for scenario)?

    But this may turn your game into a RPG.

    Or maybe a competitive twist - like others doing the same stuff as you nearby and you have to fight/conquest their lands,
    but may be much more complex to setup.
    (ok I confess - now I'm thinking again at Heroes of Might & Magic...)

    The "build stuff to defend from monsters" feels very nice/entertaining also.

    May turn out being a nice game, not just a good learning experience

  5. #5
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    Yeah I am split myself about the adventure and strategy aspect. I guess it comes naturally when you try to do exactly both. I have been planning on making some random gen maps to explore. Not yet sure how I want to set that up though.

    I played tons of homm3 myself, I still do from time to time. It's a great game, but I really don't like to take turns in games(except homm3 and chess).

    I have added a few more buildings as for now. 2 new resources aswell. I am going to do some new experiments today, if they succeed I'll have a new build that might be more entertaining to try out.

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    Well. It didn't turn out the way I wanted it to. I don't know, the feel just disappeared. I might've learned a few things, but overall I'm quite disappointed. I also spend too much time fixing bugs. And most usually never makes sense. I think I have to change my way of "coding". Too much intereference between objects. Anyways, it was just small project to make some game features and systems I hadn't made before.

    In any case, here's a build with atleast 2 bugs but more features than last:

    http://www.filedropper.com/adventurefeatures3

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Feels nice,
    like the day night cycle,
    I built a fence and beaten a bad guy attacking the house

    mmm yes, maybe there's something missing... rewarding/goals?
    Don't know!
    "Defending the base" can be already nice though, with other options/things to build.

  8. #8
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    Well, the reward is to get to the next day. Or that was the plan, and seeing the base grow bigger and bigger. However, I don't like this system I made. It's way too messy to work in, It's the first time I work with layers and I have 6 in there...
    In any case. I droped this system for now. I still like the idea and might do something similar later on.

    At the moment I am working on some other features for an action-rpg. Alredy stumbled into some problems but, overall it feels good for now. Will make another thread for that if I plan on making alot more there.
    Thanks for taking your time and test my features and give me feedback schrodinger!

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