I am currently working on a game project that I have started in Java using LibgGDX game library. My game is based on the idea of Fire Emblem, a tactical strategy game that involves a turn based approach.
My game is based on greek methodology and consists of 5 main heroes that each have a unique ability.
Heroes & Combat Style:
- Hercules is a tank, he is able to move across the map by more tiles than any other hero and has a long ranged attack.
- When Hercules attacks an enemy it should show a lightning animation, as a hit to the enemy.
- The approach of this would be that the animation happens first when the player clicks on the enemy they want to attack and then takes health from the enemy.
- Helen is a healer who can be used to give/increase health of another hero depending on which hero has the least amount of health - well the player can decide on that.
- Helen: When helen attacks an enemy its short range attack and does less damage to the enemy.
- Also, there is a healing animation that takes place first when clicking on a different player and then increases health of that player.
- Achilles: is a warrior, where if he is attacked by an enemy he would take less damage. Medium ranged attack.
- Also, when he attacks an enemy an animation is essentially shown where he throws daggers towards the enemy as an animation.
- Theseus: is an archer, so he can attack an enemy from a long range/distance.
- When Theseus attacks an animation is shown with his bow and arrow and then takes health away from the enemy.
- Hippolyta: has the ability of magic.
She has a medium range attack.
- An animation is shown e.g. a fireball when an enemy is selected for attack and then takes health away from enemy.
Note:- So a specific radius must be set for all heroes depending on their skill when attacking an enemy.
- The way the radius/distance would be shown for the user to view is that:
• When I click on a hero to attack, depending on that hero it will show a coloured circle (the radius/range) around the hero. If there is an enemy within that range so in the circle the player is able to attack the enemy.
Currently, the enemies (skeleton sprite) aren’t doing anything. The idea for the enemies is that they are computers/AI, in which pathfinding algorithm can be used where they can make decisions on movement or attack - based on what the player does.
- All the enemies would have the same attack and range.
• I might leave this for the future, as I’m not sure about the complexity of this and for now I want to focus on the hero combat.
- To test for the hero combat so that the enemy can strike back it can just be made just like how the hero is, in terms of moving and attacking (so controlled by a person).
My game also features a titan which is like a boss, the attack damage would be increased and would be able to attack from any range to make it difficult.
- The idea is that the titan would already be placed on the tile map alongside the enemy, however the titan is *only activated* when all the skeleton enemies are dead.
- I may also leave this for the future, as I’m not sure how complex this would be to do and I want to focus on the hero combat.
- To test for the hero combat it can just be controlled by the person and follows the same rule - only activated when the enemy dies.
*Tools used to create this/what I’ve done so far:*
- I have used TiledMap which is a software that allows you to create 2D maps etc. and my map is 20 by 20 and the tiles width and height I have set 64 by 64.
- I have sprite sheets which I have used to display my heroes/players and enemies. Also included sprite sheets for Titan.
- Currently, I have implemented the turn based approach where the same player/hero can not be selected again but will need to be changed so that when my player has had a go it would essentially be the enemies turn.