I’ve wanted to make this game for at least 25 years and have finally reached a point where I believe I have the tools and ability to get it done. It is, by some margin, the most complex game I’ve ever attempted to develop. Without Defold, I likely would have never reached this point.
The game is a science fiction themed war game with each player controlling a squad of soldiers using their “action points” for movement, combat and so on. There are two teams, either of which can be player or computer controlled.
There are a number of scenarios with different goals - though wiping out your opponent is always an option to win. Each squad has a number of units, each of which can be equipped by the player and each has a list of stats which affects their in-game abilities.
This is my third week developing the game full time. Most of this time has gone into creating the high number of UI elements and screens for controlling the game. I’ve elected to leave level design until near the end, once I’m happy with all the main mechanics.
Right now I’m working on the combat system which has a number of complex aspects, particularly “opportunity fire”, where an opponent can interrupt your turn if one of their units spots yours and they have enough action points to react. Getting a reliable and smooth system working for this is one of the harder aspects of the game to get right. Multiplayer is local to a single machine with each player taking turns at the computer.
I imagine the AI for computer players will be the trickiest part of the game to make. So, far I have yet to delve into this area, though have some rudimentary path-finding code ready to implement.
Given the present global situation, I’m quite happy to allow the game to take as long as it needs. I imagine this to be a “few months”. I’ve waited a long time to make this game so am going to do it as best I can.
There isn’t a great deal of eye-candy with this sort of game. Here’s an early screen to show broadly what the game will look like.