Thank you, everyone!
jonbro wrote:... Like others, I found the lack of feedback a bit hard, I wish I knew all the spell costs and benefits, but I imagine that is something that you could add if you end up doing more of a level / goal based approach.
The code is all in place to display descriptions of spells and units, but I took it out (when I was considering an always-visible HUD at the top of the screen) and forgot to put it back in while I worked on the tree spirits and overgrowth mechanics. I plan descriptions like: "OVERGRO / 5 MP / MP UP", as well as visual feedback when a tile is producing mp.
redpesto wrote:This is lovely to play. Surely you can just up the speed of MP a little until the game balances and you win 30-40% of the time if you play well?
After all the forest and human units are in, I will start to tweak this kind of stuff, but in the absence of animals / fungi and the torches and hunters, I am mainly focusing on balancing each human unit to the tile type it is strongest against. So the lumberjacks are supposed to be slightly stronger than trees, but weak to fungi. Hunters will be strong to animals, but weak to trees, and firemen will be strong to fungi, but weak to animals. But yes, the game is pretty slow right now.
Digitalistic wrote:One thing though: when you go to plant a tree, there are 3 options, only one of which (top left) seems to work. Is it safe to assume the other two aren't implemented? I had something like 500 mp, so I figured it would be enough for... whatever.
That is correct: the other two are not implemented. The other two tiles are CAVE tiles and MARSH tiles (animal claw and mushroom). The leaf tech tree is almost complete (FOREST); the only thing that remains to be done is to implement the elder forest spirit, which will be done by enshrining mature trees in a pattern of five for a heavy mp cost and sacrifice of existing forest spirits.
Here is what I have planned:
CAVE tech tree:
- basic cave tile. Once ready, the player chooses between:
- herbivores, or
Both animals types start producing young animals at a certain rate, to a maximum of three per cave, which later mature into bigger animals of their type. Herbivores stick close to home, stop looking for human targets periodically to retreat and "graze", and have more hitpoints than carnivores, who actively look for humans within a certain range, and, should they not find them, attack herbivores or each other. Carnivores do more damage to humans, obviously.
MARSH tech tree:
- basic marsh tile. Once ready, the player chooses between:
- attract mushroom
- creep mushroom
- infest mushroom
The attract mushroom draws humans near if they are inside a minimum range. The creep mushroom sets a new marsh tile after a certain interval for a mp cost; only sets tiles adjacent to itself, and can't expand beyond a certain distance from its source forest. The infest mushroom attaches to humans, drives them back to their town, and turns into a marsh tile once inside minimum range.
The economy of the game will need the most work; I don't want any tile to become useless at any point of the game, so the tricky thing to figure out right now is a way to use all the mp that will be produced in the end game, and keep things tense. The enshrine mechanism should work to do this for the player (summoning huge one-off forest gods for high mp cost and elimination of tiles in the center of the forest), but I need an endgame for the humans, too.
SO MUCH TEXT! Sorry, y'all! More pictures in the next update.