Настроение: | accomplished |
Entry tags: | gamedev |
The Spell of Mastery Progress
Finally designed a semi-robust way to represent castle sieges.
Again, the goal was preventing player from using these walls and towers from harassing the melee guards.
I also don't want to overload player with micromanagement and picking the target for ranged units to attack.
There is also this infamous problem of player blobbing larger number of ranged units,
which is usually solved by complicated rules, like the line of sight being blocked by allies.
I don't want such complex rules.
Somehow I went through all the stupid solutions before seeing the right one.
Anyway, the mechanics appears to be unique enough for my game to stand out.