Fantasy Map Tactics by McFunkypants
FANTASY MAP TACTICS
Viva la evolution!
The evil red science-denier armies are slowly roaming the land looking for blood.
You control three green unarmed bards intent on swiftly spreading the word about science to the Mapletree kingdom.
Capture 15 cities to rule the kingdom while avoiding any bloodshed!
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I've always loved the "fantasy maps" that you find at the beginning of all fantasy novels (LOTR, Game of Thrones, etc). There's something exciting about seeing the map, with all sorts of interesting looking places just begging to be explored. I thought it would be fun to make a turn-based strategy tactics wargame based on this visual style.
I created my game in HTML5 using jquery, because something like this doesn't need 3d rendering performance, and because it is very easy to turn the game into a mobile (android, ios and ouya) app using phonegap.
I started by first drawing some typical fantasy map icons using marker on paper. After scanning in the images and creating a spritesheet, I wrote a simple random map grid creation class. It uses deterministic random procedurally-generated terrain (a seeded mersenne twister PRNG) so that a complex map can be recalled with a single integer seed value (no need to save a huge array to disk/cookie/localstorage). I then add extra water tiles around the edges by varying the shoreline randomly.
Finally, I scatter hamlets, towns, cities, forts and castles in non-blocked tiles and give them random location names by combining two syllables from an array of three-letter strings.
This results in a fantasy book-style map with scattered forests, mountains, hills, swamps, and deserts that hold a plethora of interesting-sounding locations.
Finally, I implemented an A-Star pathfinding algorithm that can navigate a character around obstacles to get to any waypoint on the map (the green and red dots: green is how far you will move in a single turn before running out of "energy").
I also coded a line-of-sight (LOS) algorithm for use in the combat, which means that eventually projectiles and magic spells could be cast in a straight line but would be blocked by mountains or towns. The white dots are tiles that you are able to "see" - but in this version you control peace-loving bards with no attack skills.
HOW TO PLAY:
This game is more like CHESS or a puzzle game than a typical tactics title like Final Fantasy Tactics or Fire Emblem.
Drag with the mouse button held down to scroll the map. You can zoom in and out with the + and - buttons.
If you want to restart with a completely different random map, enter any number into the box in the top left and click the world button.
Your green bards move very fast but die instantly if touched by a red army (unless you are really lucky). The red enemies move very slowly, but you are vastly outnumbered.
Choose which army you want to control by clicking the buttons on the bottom in the middle.
Click the location you want to move to and advance the turn (bottom left button) to start moving.
You only get ONE order per turn, so choose wisely.
ENJOY!
Post Compo (JAM) edition: featuring enhanced terrain generation and new sprites for proper shorelines!
Viva la evolution!
The evil red science-denier armies are slowly roaming the land looking for blood.
You control three green unarmed bards intent on swiftly spreading the word about science to the Mapletree kingdom.
Capture 15 cities to rule the kingdom while avoiding any bloodshed!
----------------
I've always loved the "fantasy maps" that you find at the beginning of all fantasy novels (LOTR, Game of Thrones, etc). There's something exciting about seeing the map, with all sorts of interesting looking places just begging to be explored. I thought it would be fun to make a turn-based strategy tactics wargame based on this visual style.
I created my game in HTML5 using jquery, because something like this doesn't need 3d rendering performance, and because it is very easy to turn the game into a mobile (android, ios and ouya) app using phonegap.
I started by first drawing some typical fantasy map icons using marker on paper. After scanning in the images and creating a spritesheet, I wrote a simple random map grid creation class. It uses deterministic random procedurally-generated terrain (a seeded mersenne twister PRNG) so that a complex map can be recalled with a single integer seed value (no need to save a huge array to disk/cookie/localstorage). I then add extra water tiles around the edges by varying the shoreline randomly.
Finally, I scatter hamlets, towns, cities, forts and castles in non-blocked tiles and give them random location names by combining two syllables from an array of three-letter strings.
This results in a fantasy book-style map with scattered forests, mountains, hills, swamps, and deserts that hold a plethora of interesting-sounding locations.
Finally, I implemented an A-Star pathfinding algorithm that can navigate a character around obstacles to get to any waypoint on the map (the green and red dots: green is how far you will move in a single turn before running out of "energy").
I also coded a line-of-sight (LOS) algorithm for use in the combat, which means that eventually projectiles and magic spells could be cast in a straight line but would be blocked by mountains or towns. The white dots are tiles that you are able to "see" - but in this version you control peace-loving bards with no attack skills.
HOW TO PLAY:
This game is more like CHESS or a puzzle game than a typical tactics title like Final Fantasy Tactics or Fire Emblem.
Drag with the mouse button held down to scroll the map. You can zoom in and out with the + and - buttons.
If you want to restart with a completely different random map, enter any number into the box in the top left and click the world button.
Your green bards move very fast but die instantly if touched by a red army (unless you are really lucky). The red enemies move very slowly, but you are vastly outnumbered.
Choose which army you want to control by clicking the buttons on the bottom in the middle.
Click the location you want to move to and advance the turn (bottom left button) to start moving.
You only get ONE order per turn, so choose wisely.
ENJOY!
Post Compo (JAM) edition: featuring enhanced terrain generation and new sprites for proper shorelines!
| Web (HTML5) | http://www.mcfunkypants.com/LD24/ |
| Jam (Post Compo) Version | http://www.mcfunkypants.com/LD24/jam |
| Source | http://www.mcfunkypants.com/LD24/src.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=2297 |
Ratings
| Coolness | 42% | 691 |
| Overall | 3.19 | 249 |
| Audio | 2.54 | 328 |
| Fun | 3.07 | 229 |
| Graphics | 3.81 | 92 |
| Humor | 1.96 | 409 |
| Innovation | 3.14 | 253 |
| Mood | 3.15 | 134 |
| Theme | 1.83 | 689 |
I think the interface can be improved a little, maybe showing your characters on the bottom instead of the next/prev unit buttons. Also when you change units should be clearer which is the active one. I'm kind of amazed you managed to make all this in 48 hours. Strategy games are usually hard to code. Congrats!
New players: please keep the comments coming. Your feedback is extremely valuable to me. In particular, I'm open to any suggestions for improvement!
I'm also impressed you did this in 48h; great job! It's a heck of a great base to make an awesome, really different online game out of. I would definitely keep working on it (and if I knew JS, I'd probably offer to help, but alas, I don't know much past the basics).
Nice, authenic visuals really stood out here, adds to the atmosphere of the game which, whilst it is of a slower pace than some entries, revels in it.
I had an issue where one town in the lake was blocked by a hill or something, cause it to be inaccessible (although it looked like I could get to it from a diagonally adjacent spot, but couldn't). You may have fixed that already in the Jam version.
Anyway, nice game! It's pretty awesome for a board style game, which I don't always enjoy.
For such a simple game it was surprisingly intense, won on my first try but I was getting nervous when huge red mass just crawls closer turn by turn. It was bit hard to figure out the character movements at first, perhaps you should make the green and red lines more visible.
The game is pretty nice, but I don't really see it anything to do with the theme besides bad guys hating science.
Anyway, to re-iterate: Lovely presentation, especially with the parchment-style, music and the nav-points.
Nice musiic
The strategy aspect could be reinforced with a better visualisation of roads and paths, imo.
The mechanics work bt could need some more depth of gameplay. This has some potential for a bigger and more complex game.
Really nice game actually. It's a nice chess-kinda-thingy that is a lot of fun to play.
Also the audio was nice and all. The terrain generation looked really nice.