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Pillage - WIP/Concept -- Worth continuing?

Discussion in 'Works In Progress - Archive' started by MickM, Feb 23, 2013.

  1. MickM

    MickM

    Joined:
    Nov 19, 2012
    Posts:
    166
    edit - Put on hold due to time availability for both parties. Intent is to return to original plan switch to full 2D (eventually)

    PILLAGE



    Background
    Pillage is an adventure game with turn based battles. You play an 'evil' character out to destroy the towns in your area. You can choose to play a dragon or a blob.

    Overall:
    The main game takes place in a top down setting, you explore the area, getting in to fights and gaining enough power to attempt to destroy the towns (By fighting the town guardians). As well as this you can find points of interest which will give you action points/exp/ability points.



    Levelling and abilities:
    You start with just a basic move, as you level up you will gain ability purchase points so you can upgrade with better abilities.
    An example of abilities are:

    BLOB:
    Blob heal (5 AP) - Surround yourself in gooey goodness, reducing damage and healing a great deal
    Blob canon (5 AP) - Explode a part of yourself towards the enemy. This does high damage but lowers your defence and damages you

    DRAGON:
    Defend (1 AP) - Adopt a defensive posture to reduce incoming damage and lowering stun chance
    Tail swipe (2 AP) - Swipe your tail, doing damage and lowering the damage you recieve. Some stun resistance
    Fire regen (5 AP) - Bathe in fire to recover HP and mitigate a large portion of incoming damage. Lowers stun resistance

    Ability purchase:



    Battles:
    Battles are turn based and consist of 4 mini rounds. You have a set number of action points (AP) per round so you have to choose your moves carefully! You can see which moves the enemy will be using against you to help you plan... but beware, the harder an enemy is, the more likely it will be you cannot identify his move!
    In effect there is a bit of a paper scissors rock strategy whilst managing your AP.

    Battle mini round ability select screen:


    Hit by an enemy soldier's attack -- stunned from previous round:


    Stepping it up a notch with magic:


    (Note - The models and many of the pictures are just placeholders while working on gameplay!!!)

    Thanks again for taking the time!

    Mick
     
    Last edited: Jun 1, 2014
  2. acropole

    acropole

    Joined:
    Aug 13, 2009
    Posts:
    171
    I read only 2 things in your post :
    -First real game attempt with unity
    -Pillage - WIP/Concept -- Worth continuing?
    And my answer is : yes.
    No matter if a lot of people like your game or not, the first things to do to make games is learning and practice. So it worth continuing.
     
  3. rAllenG

    rAllenG

    Joined:
    Dec 14, 2012
    Posts:
    26
    I like it, It has potential. Kinda reminds me of Mount&Blade meets Final fantasy. =) Keep it up!
     
  4. MickM

    MickM

    Joined:
    Nov 19, 2012
    Posts:
    166
    rAllen: Thanks - did you have a go at any of the battles? I think they are really what makes this slightly different from all the other generic top down RPGs there... The added battle strategy isnt much but hopefully it is enough to be entertaining!

    Acropole: Thanks for the encouragement! I have done a lot of 3/4 finished stuff before but never really fleshed anything out fully... Debating if I should work on another idea I have that might be a bit easier or if we should finish this one off... It is the kind of game that we could potentially finish up fairly easily (gameplay wise anyway) however if we want to add more depth it could suck us in forever!!!

    There is a bit of balancing to do but I think it works ok as a concept!
    As a side note: if you are testing it out you can just press Z to get instant exp in case the first few levels are a bit slow (Also: the farming zone is the easiest!)
     
  5. Rush-Rage-Games

    Rush-Rage-Games

    Joined:
    Sep 9, 2010
    Posts:
    1,997
    Yah, its pretty important to finish something. You got to start somewhere, might as well be here!
     
  6. TheRaider

    TheRaider

    Joined:
    Dec 5, 2010
    Posts:
    2,245
    Good start but sounds like a lot of work.
     
  7. carljohnfred

    carljohnfred

    Joined:
    Dec 28, 2012
    Posts:
    31
    Very cool game! It definitely needs a lot more work, but you've got a great start. I'll be keeping an eye on this one ;)
     
  8. trooper

    trooper

    Joined:
    Aug 21, 2009
    Posts:
    746
    In business it's always good to "fail" early and I think it's even more crucial in game development.

    I believe you should only continue a project when you lose passion if you know the end result will make money, but you should never just quit a project.

    Tying loose ends such as removing critical bugs and adding in features that are
    necessary for the game help you learn how to finish your projects and give you a clear conscience when moving onto a new on.

    When you start your next project aim a little higher in terms of code, design, art polish (not necessarily scope) so that your next project although similar in complexity will be better built and polished.. this is how you improve your skills.

    If you feel the project still needs work but you find yourself losing passion, maybe take a look at re-coding the game. With all your learnings, your second iteration will be much better and you may hold onto the passion longer.