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Almazy tactics
Almazy tactics














Every time you level up, you can unlock a new skill. There's tonnnss of character ability combos I think a large part of the fun is just finding broken combos. It's extremely important to move characters in order of speed so you don't accidentally block the path of your own unit.Ĭharacter Creation: You can choose a class, a weapon, and 2 skills for each character. Characters will move in order of character speed. So, each turn, each player first selects actions for all 3 of his/her characters. It's kinda like Final Fantasy Tactics + Battleships (but with lots of room for customization!) World Map Anyways, I'd really appreciate any and all feedback! I've been working on this pretty much all by myself (save the art, which I commissioned out).I'd love feedback on this game I've been working on for awhile! It's a simultaneous-turn, class-based tactics game. Daily automated tournaments: I’d like to put in some automated events, such as daily tournaments.I’m struggling on this right now, actually. Interactive tutorial: The tutorial right now really sucks, and I’d like to try to make an ingame step-by-step tutorial.

Almazy tactics upgrade#

Once owned, they can also upgrade the landmark in it (such as Town->Keep->Castle or Graveyard->Crypt->Necropolis). In the future, I’d like to make it so players can own spots in the map, and customize the battleground slightly. Currently, the world map is only a map selector. Future There’s a lot of stuff I want to put in soon. Battle Screen Game Modes There’s currently multiplayer and a “Horde Mode” (keep fighting increasingly harder enemies). Each move also reduces the speed of the character to discourage overuse of one character. 10 Action Points (AP) can be used each turn (each move costs a certain amount of AP). Resources: There are several things that players should take into account when using moves. This reduces the speed of the character, so future turns will be less effective. Lock/Flee Mechanic: Although characters can move freely around the map, when a character tries moving from an adjacent spot from an enemy, the character can get "locked" if his flee stat is lower than the enemy's lock stat. This simultaneous submission of moves creates a layer of mindgames – faster characters can potentially dodge slower attacks by moving out of the way, so the slower characters either need to predict movement or wait till they’re faster. Then, characters take action in order of speed. Simultaneous Turn-Based Combat Simultaneous turns: Each turn, players first submit what actions they want the characters to take. There’re plenty of imbalances right now, but I’m aiming to make each class viable at “top tier” play. When creating a character, you’re given 150 points to allocate to each stat to fix weaknesses or accent strengths. Base stats (Health, Attack, Magic, Lock, Flee, Defense, Resistance, Speed, and Move) are used in battle.This means that two Spellcaster-type and one Support-type skill must be assigned to the character. For example, the Mage class’s categories are Spellcaster, Spellcaster, Support. The 3 skill categories dictate what skills can be chosen for the character.This, along with the character’s base stats, usually defines the character. The class skill is unique to the class – no other class can use it.If you’ve played Pokemon, the system is much the same! Each class has 1 class skill, 3 skill categories, and base stats. There’s no real progression other than unlocking new classes. Characters The character system is similar to a RPG system, where players can customize stats and skills. Turns are simultaneous to add a layer of mindgames (faster characters can dodge slower characters). There’s a ton of classes, all which can be customized. I just made a game by myself! The game is pretty unpolished and has plenty bugs, so I’m looking for some testers to help me out! You can find the latest version here It’s an extremely customizable, strategic tactics game.














Almazy tactics