Version 0.0.51! Neutral units! Merchant! Trade your elements and topdeck your best combos!
Hey everyone!
After about 2 months of hard work, and a ton of new addings to both game server and client, a new version of Chyss launches today!
This update adds the concept of neutral units, and the first neutral unit type (merchant), fixes many bugs, changes the way objectives randomly appear on board,
I started working on v0.0.51 mid august.
My first thought was that the game needed more "context": different random situations being added to the game and giving players a way to win by benefitting from the context.
Objectives, added on previous version, were a first step towards adding context to Chyss games: giving a way to move or attack multiple times during the same turn, giving bonus mana creates a strong advantage that cannot be ignored and entices players to choose between a good situation on board and a sacrifice to reach objectives. The more context exists, the more layers it adds to the simple 1vs1 fight.
Following the concept, I had the idea of adding neutral units, that would randomly pop on the board, have their own behaviour and react to player actions. They would add even more "context", and create new ways of playing. Would you better attack your opponent frontline, or reach a neutral unit to make it help you? Which builds would better benefit from neutral, as opposed to focusing on pure offense or stats?
Also, I felt some random moving and appearing units would create fun situations that stay in mind.
So first of all the concept of neutral units had to be added in code.
On client, neutral units would need their own visual cues (yellow color on board, different description color), friendly units would also need to be able to attack them like they're enemies, in order to let the player choose to attack neutrals sometimes)
On server, new javascript Classes had to be created to hold neutral units, neutral behaviour, and more specific classes like the merchant etc.
Listener code from previous version (allowing for Rust Defender to teleport back home when hitting last tile, to draw 2 when Murreen Warlord kills a unit etc.) had to be improved and refactored to allow neutral unit interaction.
Then the concept of a merchant had to be added, both on client and server.
On client, all user interface of the shop, allowing to buy or sell elements (cards) to the merchant, was made. It made me create cool window and textbox classes, all different (button? hover tooltip? toggle? which font?) so those Game Maker objects had to allow big flexibility while staying simple to write down. During this time I was prototyping interface with a fake dataset, created to show both units and spells in the shop. I had to test every button and toggle and stuff like this.
When everything was good client-side I focused on the server part:
- Merchant had to randomly spawn.
- She would have a stock, composed of a random set of spells and units, mixed together. That stock would be created merging 2 data: a NEW source, the game database (via API), and an "exclude list" removing some items from potential selection. This allows 2 things: first, to exclude nonsense like selling a Leader or Merchant to players (:D), and to create different kinds of merchants in the future, selling different precise types of elements.
- She would have a buy showcase, picking elements from her stock and offering them to buy.
- She would receive items in her stock if a player sells some, allowing to buy it again later (one player can buy what the other player sold).
- She would leave the board after a random amount of turns, or if her whole stock would be depleted.
- Players would interact as soon as they move something close to them, would it be a classic move, a Take, or a summon nearby.
- A tile close to multiple merchants would open each shop, one after another, and if there are objective tiles they would also trigger before/after opening shops.
- Players would be able to attack her, making her angry. After that she would run away to another tile in the opposite direction of attacker.
Maybe it can be interesting for people so here is how it works:
Files
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Chyss
Status | In development |
Author | shamanforest |
Genre | Card Game |
Tags | 2D, Chess, Fantasy, GameMaker, mind-bending, Sci-fi, Space, Tactical RPG, Turn-based Strategy, Versus |
Languages | English |
Accessibility | One button |
More posts
- Version 0.0.52! Player accounts, game victory, MMR, money! And mobile version!Jan 18, 2023
- Version 0.0.50! Special tiles! Combo your way into enemy Leader!Jul 22, 2022
- Version 0.0.49 is here! Rust Defenders looping to base!Jul 02, 2022
- Prealpha footage!Jun 18, 2022
- New update 0.0.48!Jun 16, 2022
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