With reading week slowly ticking by, this is a great time to start work on Glori. Here i'll be writing out a sort of log as I go, documenting what worked what didn't as well as general updates and progress and plans.
So big question of the day, What am I talking about? To start things off, Glori is (Or rather "Will be") a hybrid Turn Based Board/Brawler game. The goal of the game is to either defeat all your foe's minions or defeat your foe's Lord. Combat is very similar to games like Street Fighter, Guilty Gear or Blaze Blue, where you have two units fighting with combinations of inputs to deal out arrays of attacks, blocks, etc. The savory part to all this is HOW you get to combat. The game takes place on a hexagonal grid of 19 tiles arranged in rows of 3,4,5,4, and 3. Both players will have a deck of Action Cards, as well as a squad of Minions led by their Lord. Each of these units may have equipment but that is decided on before the battle by the players. Each player starts on one side of the grid with their Lord and Minions already in formation (formations are decided on before the battle as well). The two lords are then pitted against each other in a sudden death brawl. The player who wins here decided whether they wish to go first or second and then the game begins. Turns are broken up into 3 phases:
Starting Phase: In the starting phase, the player NOT taking their turn may draw action cards from their deck until they hold no more than 5. The player taking the turn has an opportunity to use any card already in their hand (actual action or details for that action will be written on the cards themselves). The player may then choose one unit (Minion OR Lord) and move them to any unoccupied, adjacent tile.
Combat Phase: The player taking their turn may choose a unit they control. That unit may "Attack" a foe on an adjacent tile. Doing so, the game will transition into the combat or "Dueling" screen. Here we have the Brawler POV where the two players have a set of time to fight with the two units. After the duel, if a unit is defeated, the victor may move the winning unit to an adjacent tile. If not, the Combat Phase is complete.
Finishing Phase: While nothing may happen in the Finishing Phase, certain unit abilities or card effects may come into effect here.
After that, we loop back to the beginning and the other player takes their turn.
For now, I hope to have the following teaser done for graduation:
How the Clip will work -> Starts on the Title Menu screen as the mouse moves to the "Start button"The Title menu will explode with the "Start Game" Animation (Link to WIP Coming soon) into the last few panels of the story Story plays out introduction of Logan Quick cut to Logan attacking a wolf (this will take us to the 5-10 second mark) -> Cut back to the story and now showing off Merrideath, Merrideath attacks a soldier (This will take us to the 10-15 second mark) -> Characters leading the party on the over-world. starts with Logan than fades to Merrideath leading (same shot only with the diff character). (This will take us to the 20-25 second mark) Ends with a "Clash" example that fades into the title closing back up and reforming the main menu (Ends at the 30-35 second mark)
The teaser itself will only be 35 seconds but I DO plan on having a working demo ready. As for right now, my my priority will be on the gameplay. My first obstacle will be shifting from the 3D World map exploration mode to the Board-game-esk top down view to the 2D brawler game mode.
That'll be it for this entry. I am planning to post once per week with updates, achievements and/or failures.