Units armor and clothing makes a noise while moving. We use animation state machine’s transition rule notifications to to start and stop movement sounds. With this noise footsteps became much more realistic.
We make a puzzles editor for our game. It gives us an opportunity to accelerate creation of the puzzles, check up possibility of it solution and choose their type. That’s why we can please you by a lot of new puzzles in the near future.
As you can see on screenshots, puzzles with the unusual health points of the character will be wait for you. We think it will bring an element of variety and will make the puzzles more interesting. Of course, usual puzzles of different types will be available too.
So download the game, try to find solutions of the current puzzles and wait for new soon.
http://.com/wp-content/gallery/puzzles-editor/sreen1.jpg
http://.com/wp-content/gallery/puzzles-editor/sreen2.jpg
http://.com/wp-content/gallery/puzzles-editor/sreen4.jpg
I love these types of games; kinda been following this thread for a while, glad to see there’s something playable for this one now!
I downloaded and just finished playing, it’s pretty good so far!
As an aside, your packaged build has the Oculus plugin enabled… so starting it while the Oculus service is online causes the game to start in VR mode, but it’s not VR compatible (UMG widgets on the main menu and whatnot). Disabling the Oculus service causes the game to start normally. If you don’t plan to add VR support, I’d recommend disabling all the VR plugins.
Either way, great work! Looking forward to the full release.
Our first attempts of making skins on Unreal Engine. It is fun, but we have good result.
Thank you for playing and for your advice!
I’ll exclude VR plugins in the next update, cause currently we don’t even have equipment to test it and now we will concentrate on online version.
We follow attentively a demand for game maps and units by gamers. That`s why we decided to rethought the version of our winter map according to in-game statistics and your wishes.
A new “Ice Pass” became more compact and covers are situated closer. Your forces can move to another riverside on the ice surface of the river not only across the improvised bridge in form of unhewn log. It was decided to empose fines by moving of units on ice (this way is much easier) to keep the importance of the “bridge” by solving tactical missions. The previous version of winter map will be returned back to the game after starting of closed Beta testing for two against two or three against three battles.
The moment that you’ve been waiting for is nearing – the start of the online closed beta testing version of Tactical Legends. We’ve opened the opportunity for you to sign up for closed beta testing.
Development for the online version continues to progress, but we are still creating new game content. Closed-beta members might see more from the single-player perspective as well. Many of your requests will be introduced into the game, the moment the closed beta begins on the 15th of October, 2016.
Follow our news and be ready for the start of online battles within the framework of the closed beta testing. We plan to run the beta from October 15th, 2016 through April 15th, 2017.
Subscription to Closed Online Beta has been started!
http://.com/beta
http://.com/wp-content/uploads/2016/07/Beta-1920x1080.jpg
Hello over here!
I was looking at your videos, posts, sites and stuff and I wanted to give you a little feedback.
I realized that you basically spend a lot of time “passing turn” in your game in order to wait for gold / for the enemy to make a first move.
This had 2 bad effects imho: it is contrary to your “quick games” design intentions and it felt “not fun” to me when watching (so I assume it might happen to other players).
What I thought of it as a Game Designer was that:
- units have too much movements (they can move too far)
- you need fog of war
- archers can shoot too far
- you might need a “ECONOMY” or “FARM” action or something of that sort which consumes the turn of a character in order to “farm gold”, it’s better than “PASS TURN” and you can make it so you have to interact with something or to get vulnerable in order to do it (or not)
Other than that I really felt the need for sounds effects at least on the attacks (I understand it’s a WIP, but game feel is really important and sound attacks / FX are a big part of it).
I was missing the “ATTACK STAT” interface when deciding to attack an unit like this:
I understand there is no random in your game but I’m sure there must be other stats like ground effects, buffs, height, fog of war, surprised and so on and so forth status effects that affects current stat of a unit.
Ok so here are the things I thought of, I don’t mean to be rude or anything, you just caught my attention with your game (I love that genre) and I wanted to drop you my two cents in case you might be interested
It’s looking great and you seem to make a lot of efforts, a big THUMB UP to you and good luck have fun!
Thank you for your ideas!
We are thinking about some farming things too. Now we want to add collectable gold on the map, that can be a good stimulus. Also we will add some “boosters” like “quad damage” or “quad armour” - now we are testing them in fight.
It was totally unexpected for us, that mirrored maps are not balanced, when you add loot on them.
Oh, just forget to say. You possibly watched old videos. Now all sounds are in place
For the last month of development, we rewrote most of the code from blueprints to C++. The purpose of this process was modernization and optimization of Artificial Intelligence. So, we get an incredible result. Old algorithm, after hard optimization, took less than a second (instead of 20 seconds) to calculate AI opponent turn.
But, as you know, AI was too dummy and suited only for playing with it in the “puzzles” mode, and we decided to upgrade it.
Now it takes nearly ten seconds a turn and it’s decisions looks much more thoughtful, thus it became interesting to play with it 1 vs 1. At this moment it has no handicap and it was really hard task to make it competitive. It’s not so smart to concurrent with a highly experienced player, but it is ten times smarter than it was. We found out that coding complex algorithms like AI is much more easier and intuitive in C++ than in blueprints. Instead of dozens of blueprints we have just 1000 lines of code (without comments and path finding system) and it works really fast
The number of our AI parameters is too high and it will take a while for us to find best of them to achieve maximum result. Also we want to add several levels of AI difficulty and, maybe, some handicap system to make it interesting for the really good players.
Updated version of our first video, that was published a year ago to show basic concept of the Tactical Legends game. With completed map and characters it looks much better now.
Alpha version of the game is available on http://.com
Currently we are working on multiplayer system ans this isn’t that easy as shown in tutorials
Hey how is this game coming along?
We are glad to say that we are back And, yes, the online version is ready for public testing at http://.com . There are some (quite a lot) bugs, but we are working on them. At least we have played several games without noticing any significant issues.
It was a long way moving to the online. The main problem was that two years ago we know nothing about multiplayer programming. I’m not saying that now we are experts, but we have build dedicated server and wrote server manager that could run a lot of them ditributing to several PCs. Also we rewrote almost all game logic because it was targeting local machine. And now we can say that if you want to write online game, don’t start with local one, better build online code from the beginning.
We have rebuilt light and added new video for the latest map - Castle. Of course environment is not the main part of the strategy map, but we have tried to make it look good enough. 16000 trees and some structures that, we think, make it look more interesting, like it has deep history behind it. And the glowing cave under the castle… It looks mysterious (I hope)
It was hard to get opposite unit stats if you are not familiar with the game. Basically, you needed to do a lot of operations: go to the “units shop”, read about some character and assume that the opponent forces has the same properties. From now, you can just right-click it to get full info like in other strategies. The thing, that we have to do a lot time ago. It is especially useful when there are many mana orbs and crystals on the map. The actual amount of mana in them is a random value, and there was no way to get exact numbers except to pick them up. Thus, every player can plan his tactics even more deeply.