Lots of tiny steps this week.
I decided to spend some time rebuilding my FOV algorithm, which made it so ranged enemies weren’t quite so deadly. This had some knock-on effects that caused me to clean up some more of the AI and generic ‘awareness’ code behind the scenes. All in all, time well spent.
A main focus of hardpointe is tactical movement, and using the terrain to your advantage. To that end, there are ways for the player to actually create terrain, through various ‘nano cores’. These are basically tubes of little nano-bots, and eventually their contents will be unknown to the player until they actually try them out (much like your traditional potions & scrolls). As a placeholder, affected tiles were simply a 5-square ‘cross’ centered on the point of impact. For the actual gameplay mechanic, I wanted something more interesting, but also predictable. I didn’t want a quasi-random plume or cloud of gas. The mechanic I settled on follows a few simple rules:
1. always covers 5 tiles
2. always covers the target tile
3. only grows in cardinal directions, in order: up, down, left, right.
4. if any of these directions are blocked (by terrain, or existing nano-materials) it will stretch in the following direction
This allows the player to (somewhat) reliably create structures that will advantage them, and disadvantage enemies. For example, one of the nano-materials makes you invulnerable for 3 turns, but this affects anyone who steps on the tile – it does not discriminate between player or monster. Combine this with both negative and positive effects and you (hopefully) get some interesting gameplay.
Default spread |
Corner limits spread in 2 of 4 directions |
Hallways can give you a straight line |
Surprisingly (or not surprisingly?) fun so far!