Consistency is an issue.


Hello There!

The work week(s) have been tiresome and made daily work on the project difficult. I originally planned on making weekly updates, but now I'm glad I didn't set up a deadline for myself right off the bat, because I would have already failed it. Anyway...

The game was downloaded a whole 10 times which might not seem much to veterans, but it, to me it feels (, and looks) like an instant milestone, and while my daily schedule did not allow me to work, I was excited and motivated this whole time.

I also got some important feedback. The jist of it is that the UI and functions are straight forward to me, but might not be to a new person, so I made some quality of life changes to the UI and it's features, while I also added a major system.

1. - "Text to Mouse"

I added a function to type out all button icons to the mouse. This was in the first version, I think, but now I made it work for all buttons. Also, purchase buttons now write out the actual price of things, on mouse with units and conversions, and onto the "build on tiles" when it comes to building. This last one also handily shows how building location changes the price.

2. - "Friendly Fire"

I reworked the behind the scenes projectile system, firstly to make space for vehicle units, second to weed out the inevitable Friendly Fire massacres the enemy AI frequently commits. Now sniper units bullets can't hit their respective side, meaning you (and the enemy also) can safely stack them behind main lines. This isn't bridging over the issue with the current basic zombie AI, but it's something for now. This new way can also make it possible to introduce new bullet types for differing combat, something I can consider. (Anti-tank, non-explosive bullets, just a thought for now.)

3. - "Tankette"

I added the first Vehicle unit. Its a machine-gun Tankette. All the core logic for all Vehicles are done and quite a some of quirks is ironed out but not all. This may include but not limited to, the resources to buy it, it being bulletproof with occasional ricochet effect, sounds, and also no driving them into buildings to cheese the game. This will make it so that I can create new type of vehicles as easy as the infantry ones. For now it's only available for the player, the enemy can't sport them yet.

PS all art and sounds are a work in progress, I'll see what I can get away with, and what needs to be redone in higher quality (or more effort) :) .

In the future I'm planning on (1) removing aiming, all together, and introducing aiming options. (2) I want to make a commander unit, that enables the aiming to be changed with nearby units, similar area based mechanic as the medics healing. I also (3) want to make an info panel for literally everything, to tell you real-time whats what when you hover over it. This will be a two part info panel, one general info like what a tile does, and a special info, for like selecting troops, and seeing their stats. All of this is already in the game, it just needs to be "printed" on screen somehow.

I don't know when I'll be back, but please enjoy, and tell me what you think, even if it's not positive, I'll filter the constructive message out.

Files

TilesNTroops_1.01.zip 4.8 MB
Mar 30, 2022

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