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Lancer Tactics

A mecha tactics game adapted from the Lancer TTRPG. · By Olive, Mark Carpenter, Wallstormer

What I'd like in the editor after playing around

A topic by Mechalomaniac20 created 98 days ago Views: 284 Replies: 6
Viewing posts 1 to 4

Hi, I've been trying this out and the mission editor interested me greatly. There's just one thing that would allow a lot of more open-ended scenarios:

Branching conversations that trigger events. I know this is probably already in the roadmap, but this would open up the possibilities of storytelling greatly. For instance, you could either spare or destroy an enemy mech, or even convince one over to your side after sufficient damage. 
Personally, I'm excited and greatly intrigued with the development of this game.

Developer

Agreed — I'll bump that up in priority, I'm working on storytelling tools this week anyway.

Is there a tutorial on how to use the mission editor anywhere. Having trouble trying to figure out what things do and when they trigger. 

Developer

There isn't yet — we've been waiting for things to settle so the guide doesn't get outdated from us changing the system or UI. Two recommendations until then:

  • You should be able to open up the tutorial mission (one of the "stock" maps) and use it as a reference for how the triggers work.
  • If you have a specific question, post it here so other people can also see it. This will also help us know what to cover for the eventual guide.

Good tip. The tutorial is pretty dense but it really helped, especially to understand when the activation triggers respond. The tool is very flexible and I can already imagine the great campaigns we will be able to create with this!

One thing I'm not sure I understand yet is how things sometimes work when you test using the "play" button in the editor, and won't when you play the map in instant action (using map settings)...

Developer

I’m glad it helped! We’ll keep working on making the learning curve less of a cliff for it.

“Use Map Settings” is currently broken, as a known bug. It accidentally clears out all triggers. It’ll be fixed in the next release.

Gotcha. Thanks for the update!