(v0.02 – v0.03) Assault and Defence

No screenshot or video this time, unfortunately. I’m tired of uploading the same variation of whitebox world, so I’m going to hold off posting any media until it looks a little more like a game!

I laid the groundwork out for both the Assault and Defence mission types.

In Assault, you need to capture a strategic location, and begin with a number of tanks under your control. Once you’ve cleared the enemy out of the location, you can capture it. Once captured, enemy reinforcements will appear, and counter-attack. Destroy the reinforcements, and victory is yours. A simple spin on a simple battle, that sees you fighting emplacements and infantry at first, but then having to hold out against tanks in the second half.

In Defence, you must hold a strategic location against a number of waves of enemies. The time before the intial attack is measured in “time units” — this is your currency for placing down defences. Each defences costs a little time to prepare, so spend your time wisely. Once you’re out of time, there’s a short grace period, then a wave of enemies appears. Once defeated, you’re afforded a bit more time, and the cycle repeats. Once you’ve defeated the last wave, you win!

They’re by no means innovative or creative game modes, but they’re hopefully enough to vary up gameplay in the free play mode and create some interesting battles. They’re working, but they’re rough.

I’m calling v0.02 and v0.03 done now. I’ve adjusted my milestone tasks to make v0.04 all about taking what’s there, and solidifying it. Make it robust, make it work, make it fun. Add in HUD to visually communicate gameplay information, rather than relying on the debug log like I currently do.

v0.04 will also include an art pass, so I’ve made it a long one. I’ve given it a month. It should bring everything currently in the game up to a proper “game” standard, and pull this out of the whitebox phase. Very exciting! 🙂

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