turn-based space strategy prototype:  screenshot

Hard-coded universe. The red faction can no longer see the Beta star system.

I was finally able to get the (first) rewrite of the space strategy prototype to a presentable stage.  Which currently just means that you can give movement orders, end your turn, find out what you discovered, and continue doing so to your heart’s content.  (Your heart will become contented very quickly, I have no doubt. It’s a tiny galaxy.)

You can take it for a spin here.  Legend and controls are listed below the game viewport.

It has a hard-coded universe of two stars, five planets, two factions/players, and three units.  Visibility rules are mostly implemented, and the viewport (which is for the red player) will indicate what has been discovered (known but not necessarily visible) and revealed (currently visible).  Units for the red player can be selected with a left click, and double-clicking on a neighboring location will queue an order to move that unit.  Multiple orders can be queued simultaneously, up to one for each unit.  Upon clicking the End Turn button, all orders will be applied, new discoveries and revealed locations will be shown, and concealed locations that are no longer visible by the player will be darkened.

The next step is to enforce alternating turns.  That is, moving only into star systems one turn (which I’m calling the launch turn for now), and then in the next turn only moving out of star systems (the landing turn).  After that will be the inclusion of attack and combat resolution phases for each turn.  For combat calculations I’ll probably just apply a simplistic formula based on the sizes of the involved units.  Along the way, I’ll probably add a second viewport to actually be able to control the second player; I’m pretty sure my code will allow this with very few difficulties.

If all of that appears promising, I’ll add super-simple planet colonization (such as consuming a size-10 unit at a planet to claim ownership), unit production (maybe each owned planet generates exactly one unit each turn), and unit splitting/merging.  At this point, the prototype should represent a simple but fully playable abstract strategy game, capable of revealing if the core game mechanics are fun, or if they’re just too complicated or burdensome.


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