Do you remember TAZS?
It’s inspired by Totally Accurate Battle Simulator by Landfall, a goofy-looking game where two armies fight until the death. Most of the gameplay is about placing your units within a budget and watch them fight against a pre-deployed army.
So here is the followup game, Escarmouche, in a WIP state. I started worked on it last year under another name (Tiny War Simulator), but I think I only mentioned it here on the forums.
- This is a C++ game using an experimental video mode, which is strip-based. In summary it’s TAS, but instead of 176 1-pixel-thick line, it’s 11 small buffers.
- It’s also using a 3D iso engine I’m going to implement for ARIAT, tho it’s not showing much at this time (only using the 3D iso transformations for sprites right now)
- While it’ll be a game on its own, its aim is also to polish said engine so I don’t spend too much time refactoring stuff while working on ARIAT later.
- This thread will serve as the devlog for it.
- Available Units
- Soldier - Punch with an invisible fist.
- Shield Bearer - Wears a Shield, which blocks a good deal of front damage -but none from their back; Use said shield to bash away their enemies.
- Crappy random party generation.
- Side cleanup tool.
- Holding A to place or remove multiple units.
- Camera rotation by holding B and pressing left/right.
- Time control by holding B and pressing up/down (x0, x1, x2, x4, x8).
- Replay a placement.
- 128 units at most (not getting the highest FPS when this happens ).
- A proper Victory or Defeat screen.
- Campaign mode?
- Not sure about this one, we’ll see how well this is going!
- Preparation, Battle & Results
- Menu showing by pressing C.
- Armies’ Life bar (which is missing from the gif somehow).
- Debug stuff
- FPS bar. It’s the white/pink lines on the bottom, with each black dot indicating 10 fps.
- A lot of stuff obviously.
- @jonne complained about the lack of it in TAZS, so I definitely need to do that.
- I think I got a strategy about how to do it.
- More different units.
- I’ll import most of the other Units available from TAZS (Slap, Spear, Bow, Dash (yes, the guy from that Door Game).
- I also want to implement a few characters unique to the Pokitto from other games, like Matti or Joe, as a homage, if their respective authors allow me by then!
- Also, the actual Pokitto itself is definitely going to be a unit.
- That aside, I’ll also add a catapult and other fun toys; and probably some
explosive barrelstechnical units.
- UI. UI. UI.
- All the menu, main screen, options, etc.
- An actual Unit Grid. Currently pressing B would place a Shield Bearer instead of a Punch Soldier, but that’s not exactly scalable.
- Puzzle-like challenges where you need to beat a small army with a limited budget.
- Possibly custom challenges and an in-place editor, saved on the FS.
- Playing as a Unit.
- It’s also useful for debugging stuff.
A few gifs
Preparation Phase - where you place units.
Let the battle begins!
Removing a few units.
128 units. When the limit is reached, the cursor switches to Disabled state and you can only remove Units.
On the HW, this drops to under 20 FPS - there is a lot of room for optimization tho.
Here is the Shield Bearer. Almost always winning on 1-1 because of its direction-based damage absorption.
Tho they do perform good against two punch guys.
Time-control. Extremely handy to test things, but also when dealing with very long fights like this shield vs shield battle. The FPS on HW is pretty much catastrophic with 128 units of course.
So what’s next?
- Lots of minor bugs to fix (non-mirrored soldiers, buggy save/restore, …).
- Implementing the actual punch.
- Adding more stuff on the ground so have a better notion of the space.
- Drawing the placement area.
- Leaving corpses when the soldiers die.