Prototyping

Snyder’s Prototype Sprint 1

For this prototype session I decided to make the basic framework for the tactical movement for the  digital part of the game that I’m making. I also have created a basic AI that will attack the nearest player character. This was done using a breadth-first search algorithm, which is typically used to find data in graphs. This works for a strategy rpg, which uses a grid based movement system. Unfortunately, this isn’t impressive to look at, especially since my turn manager wasn’t working. However, I did end up getting more feedback than I was hoping for. Firstly, I was told that the camera was very stilted and weird, and that I should end up creating a more free one. It’s hard to grasp what’s going on when the camera can only pivot 90 degrees. It can also be very disorienting, as there is no smooth movement, there’s just a sudden transition to a different camera angle. A free camera would make the whole thing much more coherent. In addition, it would be nice to zoom into and out of the map in order to get a better feel for what is happening. 

In addition, it would be nice to have some sort of overall map screen for between combat sections, in order to pace things out better and also just because it might be neat. Different terrain would also be nice, in order vary not only what is on screen, but also to give the game a different feel. This may be difficult to actually implement, and it may involve tilting the actual stage in order to replicate. There should also be bonuses for specific units on specific terrain, like archers doing well when placed on a hill. 

Finally, I got some feedback on the general color schemes for the project. At the time  of showing, the actual map has been basically just a bunch of white squares that change color when a unit can be moved. I plan on making the squares have little features in order to differentiate them, and also malke like, a map texture that will be overlayed in order to make it feel less like a block in a void, and more like viewing a battlefield from above. Also, the movement UI colors are a little counter-intuitive. The end space is green, the starting space is purple, and the selectable squares are yellow.  Yellow is often used for caution, red is typically for stopping, and green is for go. So the selectable squares should probably be green, and the end square should probably be red, in order to convey that it’s the end. 

Overall, this was very productive, and I think most of this will be doable. 

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