Project Cyborg
Hello! I'm Matheus, started working on that game called Project Cyborg and felt like using this place to post updates and roadmaps, mostly to let people know a bit more about my intentions and to keep myself motivated. The idea behind the game is to be something kind of like FFTA (Final Fantasy Tactics Advance): pixel art, turn-based strategy RPG with isometric view. Some of what I've got so far:
In PC (ohh gotta love this acronym), the players won't control their whole team, but only their captain cyborg. How about the others? They will be controlled by their AI, which are made by their owners. How does that work? To illustrate, here's some of the "gambits", under the hood:
Whenever a cyborg's turn starts, it will loop through the list *rank* times (1 to 3) and ask itself questions (causes - blues) and execute commands (red - effects). The tiers will work like:
- Tier 1 cards are the simplest, since a rank 1 robot can only loop through the list once, they're very "complete" and will pack all of its actions for the turn (such as Chase -- get close to and attack --, Use Item, Flee -- move to the safest spot from -- or Kite -- attack and flee from --).
- Tier 2 cards introduce the cards that pass causers to children cards (Is Enemy HP lower than %, Is Enemy Reachable, Is Distance To Lower Than) & more specific actions (such as Attack, Move To). This gives the AI a bit more specific actions, and the possibility to make AIs a bit smarter.
- Tier 3 cards introduce the getters, that return lists of results, that will give even more specificity to actions. The idea behind the getters is to let people get some data and pass to cause or effects, but at a cost: people will have to pay attention at the getter type because the game won't spoon-feed them (say you get a list of enemies and try to do a Move To to the result, that was expecting a position, that would lead to a bug that would cancel the cyborg's turn). I'm also considering adding paths and the possibility to block a path for some rounds so your cyborg doesn't spend a turn doing something that it has already done too recently.
The cards and how tiers work will change a lot, that I'm sure of, especially when I start balancing stuff out. How a simple tier 3 AI could look like:
So the goal in this game is to make progress by getting better gear and AI cards and fighting other cyborg enthusiasts. The idea is to make 7 stages, based on the most technologically advanced countries in the world right now, being England the first stage (and 7th country), and the last stage being USA -- the list may change a bit in the future when I get to do further research.
Cyborgs
The cyborg management is the main feature of the game. There will be 3 ranks and 3 types of bodies which grant them different bonuses in their stats, which are:
- Strength
- Resistance
- Accuracy
- RAM
- Athletics
- Move
They also will be able to carry a weapon and an accessory, which can be a throwable item, an equipment (a shield or even a special ring), aid and possibly traps. Players would need to build different types of AIs for each kind of cyborg they want, for example: say you equip cyborg with a support AI that will always have as priority look for weak allies to use an item; if you equip them with a grenade, they'd destroy their own allies (I can laugh at this just by imagining, lol).
So, that's that, I hope to not turn this into an absurdly big project, which is not the intention. I want to build a very linear game telling the story of a tech-savvy that is crazy about robots and gets to know about the PC, which is a cyborg fighting competition. I also have no intention to make the sprites, they're all placeholders and I've even found the perfect pro pixel artist to work on this game's graphics already.
You can follow me on Twitter if you wish: @oreismatheus and ask me anything there, there are some older gifs of the game that are even a bit more advanced than what I showed here (which is the current state of it, since I'm rewriting the code).
Goals for the next weekend (Jan 6th)
- Proper movement, mov. animation & rotation
- Basic attack system
- Simple menu
- if possible: action queue
Since the battles will be done in arenas, I think that image illustrates how I want it look like a bit better:
I plan to make the first stages like industrial sheds and then, as you advance, you'd be battling in greater places, even with crowd.