Game
Master of War: Tangros
8 years ago

Progress Info and Oconopans


Here is new wideo with (I hope) final version of Oconopans:
Youtube

Few times I wrote about the fact that I repair game after the recent modifications that give me a practical game engine, but did’t write what works and how much work i have to do, because I focus on my channel on YouTube I forgot sometimes to work on game
Here’s a list of what is done and what is not:

  • Launcher
    The buttons work but I should add some background and icons for the buttons.
    -Game
    —Main menu
    In most already working properly but I will meanwhile optimize the engine for efficiently creating the main menu.
    —Game
    Slowly I try to load the new formats of the obiects and I just started working on this but so far even fully will not charge.
    —Saga
    For now I have only plans for that but I wil try add this.
    -Configuration
    For now it working great but I still need more options for example activating the expansion and volume control, and basic gaming options
    -Editor
    Slowly begins to operate but map editor needs more work and saga editor is not yet added.
    -Help
    For now wondering whether it makes sense to create this but I can put in this place a shortened version of instruction.

And now, maybe something more interesting.
= STATS =
To stats list I will add new ones, if someone is new here or has forgotten that what we currently have:

  1. Damage

  2. Attack Range

  3. Health

  4. Health regeneration (hidden)

  5. Mana

  6. Mana regeneration (hidden)

  7. Mobility

For stats that have information “hidden” it means that on description panel (or just panel) we will not see this but when we go to units description this will be visible.
Same game engine so far supportsonly 12 stats, in the future I try to raise it to 100;

New stats that gonna be in next version is:

  1. Cost attack (hidden)
    Currently, units lose all points of mobility after the attack, thanks to this new one some units can attack more or less in 1 turn:

    • Warrior: 25% - 50%;

    • Sagittarius: 75% - 100%;

    • Siege: 200%;
      After each round units will receive some points mobility equal to his max number so some units after attacking in previous can attack again or move, but some units will be not able to do anything.

  2. Armor
    For now, the game engine is weak so armor will reduce the amount of damage in follow way:
    Total damage = Armor - Damage;
    Which means that in game will be heavy armored units who will be abe to ignored weak attacks.

  3. Range sight;
    So far in my games there was no fog of war but I’m going to add now, and at higher levels of difficulty is not enough to examine the territory but you will need to have it under constant observation to see what is happening there.

Of the remaining two free stats I do not know what to do but it’s possible that one will be dedicated to the garrison by what will determine the number of units which can be placed in a target object which in turn imposes on me to create transports, for now I would like to avoid this because I try to finish this game as soon a possible.



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