The Spell of Mastery Progress Had to review the unit action scheduling mechanics once more.
Previously I had autonomous units.
These allowed player to avoid giving explicit order,
all while maintaining the rogue-like scheduling,
implemented on top of Final Fantasy Tactics CT100 system.
But putting units into autonomous mode is a bit tedious.
So now the game unpauses when player picked unit gets order.
The autonomous thing now just enables the unit's AI,
so it can build or mine on its own,
while the game is still turn-based.
Also, implemented crystal resource,
Units mine crystal as long as they are adjacent,
not engaged with enemy and have "miner" ability.
I found it far easier to just slap crystal as is
instead of breaking it into tileset.
And it looks nicer, being less uniform.
The effort programming larger scale tiles is worth it.
Generally now I'm trying to streamling everything,
scale down and make the game playable again,
at least without the world map for now.
Hopefully I wont have to redesign anything anymore.
Because the game started as a chess clone,
where units were define by their movement,
and the board was 8x8.
But then I began scrapping mechanics one after another,
hoping to find something more compelling,
presenting larger scale adventure.
But I knew nothing about game design, so it took ages.
Game design is far more complex than programming or art.

Early version looked like following:
Current Mood:
accomplished