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[TI-84+CSE] [Hybrid BASIC] xLIBC Experimental Games

Started by 123outerme, April 10, 2016, 01:45:28 am

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DJ Omnimaga

Aah cool. Is it more like Lord of the Realms in the way that you build everything first then wait until the very end before attacking? Or is it more like Starcraft and Command and Conquer where you have to defend while you build as well?

123outerme

Quote from: DJ Omnimaga on April 18, 2016, 09:48:20 pm
Aah cool. Is it more like Lord of the Realms in the way that you build everything first then wait until the very end before attacking? Or is it more like Starcraft and Command and Conquer where you have to defend while you build as well?

Ideally you'll have to defend attacks while you build your army. I'm not sure how the execution of that idea will play out, though.

DJ Omnimaga

For a TI-BASIC RTS, you'll definitively need to have some scripted events that happens based on some of your actions, as well as randomized ones. Enemies probably won't be able to move all at the same time each loop for speed reasons, so maybe 1 set of enemies could move at a time but only 2 units at once. Or they could just not move altogether then warp instantly near your base while you're not looking. It will most likely have to be some sort of hybrid between turn-based and real-time.

123outerme

Quote from: DJ Omnimaga on April 20, 2016, 06:26:46 am
For a TI-BASIC RTS, you'll definitively need to have some scripted events that happens based on some of your actions, as well as randomized ones. Enemies probably won't be able to move all at the same time each loop for speed reasons, so maybe 1 set of enemies could move at a time but only 2 units at once. Or they could just not move altogether then warp instantly near your base while you're not looking. It will most likely have to be some sort of hybrid between turn-based and real-time.

That's a good idea, thanks! Currently, I've only planned to have 1 enemy kingdom, but if I can I'll try to add more.

DJ Omnimaga

DO you mean 1 kingdom as in the game would have two factions like in Command and Conquer, but you would only be able to use the ally faction?

123outerme

Quote from: DJ Omnimaga on April 26, 2016, 02:17:45 am
DO you mean 1 kingdom as in the game would have two factions like in Command and Conquer, but you would only be able to use the ally faction?

I mean that there are only 2 factions: Yours, and your opponents. There are unused castles scattered around the map, but they don't belong to anybody. I also had the idea of adding special abilities. Like one makes it so that your troops are 1.1x stronger than the enemy, or that you can produce troops faster, or an attack "spell", or something like that. You could choose one at the start of the game, and that's the only one you get. Of course, I'll have to balance those abilities out if that's the case.

Also, I was talking to JWins and got an idea to create a sort of spiritual successor to Source Seekers in xLIBC, as sort of a puzzle/action hybrid as the first one was. With my programming skills being much better than they were when I created Source Seekers, I feel like I could create a better game that still feels the same.

DJ Omnimaga

The unused castles could maybe do nothing but give you extra gold or stuff like that? Or maybe there could be abandoned farms that you can capture in order to increase your maximum unit cap?

And yeah the goal for a strategy game is to ensure it's well-balanced. Have for example units strong and weak against specific stuff on each side, so that you have to choose the right army composition to win.


As for a new Source Seekers that would be cool. I liked the original, but something in color (even if ASCII) would be great.

123outerme

Quote from: DJ Omnimaga on May 11, 2016, 10:51:39 pm
The unused castles could maybe do nothing but give you extra gold or stuff like that? Or maybe there could be abandoned farms that you can capture in order to increase your maximum unit cap?

And yeah the goal for a strategy game is to ensure it's well-balanced. Have for example units strong and weak against specific stuff on each side, so that you have to choose the right army composition to win.


As for a new Source Seekers that would be cool. I liked the original, but something in color (even if ASCII) would be great.

I plan for the abandoned castles to be points where the most action takes place, as these are the castles you can capture. If you capture one, you get increased benefits, which I plan to make increased troop production (possibly, if so, just by a little), being closer to the main enemy castle, etcetera. I'll definitely make sure balance is there, since strategy is more or less about doing better with what you have than the opponent does.

For the new Source Seekers, I might reuse some graphics from other projects, and possibly discard a direct story connection to Source Seekers. I'll probably create all new background/world tiles (stuff like grass, trees, etc.) but copy over the character sprite from SoU. I plan to especially bring out the puzzle combat from Source Seekers, since I think that was the reason why it wasn't terrible. Gaining new weapons, solving puzzles with them, etc. was probably the majority of the fun that happened.

DJ Omnimaga

Oh i see you have an use for the abandoned castle already. That's good. Maybe treasure chests could be scattered in some areas?

123outerme

Quote from: DJ Omnimaga on May 12, 2016, 05:16:40 am
Oh i see you have an use for the abandoned castle already. That's good. Maybe treasure chests could be scattered in some areas?

Possibly, I'll try to add random items to the map (it may be just that the winning force in a battle picks up any items left there).

DJ Omnimaga

That could work too. My idea though was more like Warcraft III, but without neutral enemy forces. Basically in some hard to reach map spots you can encounter enemies that guards gold mines or treasures and then it gives you a big boost. Maybe treasures could also includes extra troops (eg troops held hostage that are freed up by killing the neutral enemies)

123outerme

Quote from: DJ Omnimaga on May 12, 2016, 07:01:26 pm
That could work too. My idea though was more like Warcraft III, but without neutral enemy forces. Basically in some hard to reach map spots you can encounter enemies that guards gold mines or treasures and then it gives you a big boost. Maybe treasures could also includes extra troops (eg troops held hostage that are freed up by killing the neutral enemies)

Sounds like a good idea! I'll have to do that if I can.

c4ooo

October 15, 2016, 02:53:38 am #27 Last Edit: October 15, 2016, 02:57:12 am by c4ooo
Quote from: 123outerme on April 18, 2016, 02:50:49 am
It appears I've lost my top secret .gif somewhere...


@123outerme do you happen to still be working on this? If not, you should let me steal the sprites; I really like the art style :3

123outerme

Quote from: c4ooo on October 15, 2016, 02:53:38 am
Quote from: 123outerme on April 18, 2016, 02:50:49 am
It appears I've lost my top secret .gif somewhere...


@123outerme do you happen to still be working on this? If not, you should let me steal the sprites; I really like the art style :3

I don't mind if you steal the sprites. There's a chance I might still work on this but I don't mind sharing an aesthetic with another project. Once I get back to my computer I'll pm you it.

DJ Omnimaga

Wow I remember this. I liked the zooming into a bigger map in particular. :)

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