* attack is now always visible even if there's nothing nearby or you're out of time.
* added a status text area that shows the camera controls.
* you no-longer attack by clicking the attack ability, now you always click on the unit you want to attack.
* no longer get ability feedback when it's not your turn.
* when an action is possible, we predict the results of that action and show you in a tooltip. So you can see how likely your attack is to hit and how much damage it will do, and whether it will kill the dude.
Prediction tooltips:
And attack ranges:
And with that.. we may pivot and take a look at the campaign again, because the other major feedback that we got is that people want a story or overarching structure, in order for the game to make sense. I think having a rudimentary campaign in place will be really helpful for driving mission combat forward as well, because it will motivate unit upgrades, gear, new monsters, and new scenarios. And I'm excited to have something that resembles the whole game that we have in our heads.
The first iteration of the campaign is likely to be pretty simple, just a framework to see some continuity between missions. Then comes resource allocation, world map, and then the possibilities really open up.
O.O


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