Multiplayer is coming into focus. We now have chat (front and back), a lobby (front and back,) automatically updating the game list, reporting connection errors in the chat log, giving a list of who's online..
We also have a "surround" mechanic that James helped me paper prototype. Surround gives -N on defense, where N is 7-Gap, where gap is counted thusly: Take the 8 squares surrounding your figure and look for the longest continuous span that is free of enemy figures. So in the example above, gap would be 3 and surround would give each of those figures +4 on attack. Well it gives the boar -4 on defense which works out to the same thing.
The other mechanic that's in, but not terribly visible from a static shot, is Threatened squares. All those orange outlines represent regions (also new tech over the last few days) that the figures threaten. Moving out of a threatened square costs extra movement. So in combination the idea is that these two mechanics add a lot of texture to combat in the environment: all of a sudden walls are important, because if you're standing next to one you can't be as badly surrounded, but also you can be pinned against one because it is difficult to move past enemy figures.
Right now there's no AI, and the multiplayer mission ui is unhelpful. My goal today is to get the multiplayer ui in shape for playtesting, which means turn notifications and combat log improvements so it's more clear what's going on. From there, I need to plan out how I'd like AI to work, and also I need to polish the combat and the Hunt scenario for playtesting.


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