broadsiderenegade
broadsiderenegade
Home of The Broadside Renegades
478 posts
Indie game dev.
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broadsiderenegade · 1 hour ago
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Behind the scenes work for the last few sessions but something to show now besides ground work.
The actual spawn system now has the ability for me to generate formations, using a unit pool that will eventually be pulled from the meta games information on an enemy army. Groundwork is in but the army here is hardcoded.
Here is 3 pictured formation examples:
-Top left, 3 random ranged units (there's only 1 for it to pull from)
-Bottom left, 3 random melee units (it chose a soldier and 2 militia spears)
-Middle Center, 5 random melee units with 3 ranged behind it.
This will, in the main game, replace scaling the battle with unit tiers, so later game armies will presumably go out of the gate with their better units to match your power scaling. Instead the formations available will increase during the battle so there is still a local battle power scaling as well (basic small groups at the start and melee walls with ranged firing lines behind them later on).
This also gives me greater control over making the enemy army at least in theory use it's units more effectively, instead of a random swarm of people running at random intervals. Now a lone of ranged units can have melee in front of it, or 2 groups of fast units can approach from the top and bottom, etc.
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broadsiderenegade · 5 days ago
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Is this idle animation too excited
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broadsiderenegade · 6 days ago
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You’re not actually “in control” of this one, he just likes bones
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broadsiderenegade · 7 days ago
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Today did a basic scrolling camera to elongate the map. This should let me vary units, spells, and maps more, as well as possible making things a bit more wave based for attacks (with time to prepare). I may take some of what I setup for Broadside renegades spawn system, where I preset behaviors to make things look intentional (like 4 spears in a tight line with archers behind them, instead of just randomized y values).
Also implemented the basic behaviors for the enemy healers, which required a new search system for the commander (the object that actually tells units who to attack for performance) for targeting allies.
This also had me come up with a simple solution to tell the enemy what part of the map is it's "frontline." More or less when a unit passes through the commander it asks it whether its X is further along than the stored value, and if so updates it. Every step this number recedes towards the enemy side, meaning after a while it will reduce if you are taking the map back. This is useful for a unit like the healer which wants to stay close to the action, but does not wander past combat units into melee (this one has no attack and doesn't default to charging the Lich Queen).
Currently it's a bit too far back, as pictured here they are just healing back and forth while the fighters get cut down, but that's just adjusting some parameters. I want them far enough to require an answer, namely long ranged units, melee charges, assassins (not in yet but will probably allow you to ignore melee engagement rules or something), or direct player spellcasting.
Also added in the Sword soldier, which is just a more solid melee replacement for militia units, as those should quickly phase out.
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broadsiderenegade · 7 days ago
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Healing the living or healing the dead?
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broadsiderenegade · 8 days ago
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Dwarven flamethrower. Not sure how much of a rush I’m in to implement it yet, because militia -> barbarian -> power armor might be too fast of an escalation.
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broadsiderenegade · 8 days ago
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DON'T SEND ME THIS
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broadsiderenegade · 13 days ago
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During my move, I broke a clay pot. I decided to engrave frames on it.
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broadsiderenegade · 13 days ago
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Frog (working cool name) is in. I have to change the projectile sprite and general balance but it's an expensive, longer range, slower firing option to the curse thrower. The curse thrower should out DPS it, and be a better short term value, especially to a player that likes to kite/micro. The frogs main advantage is range, meaning while expensive and less damaging, it has the power to contribute without likely taking damage (eventually paying for itself).
Also in video, I use the disease blossom spell a few times, and create a zombie horde at one point, despite not having zombies equipped at all here (using the infection mechanics).
Not pictured but in:
A rudimentary screen for equipping summons that works for the moment. Still not sure how many slots the player should have, and whether they are locked for the duration of a battle (a lot of this will depend on the actual out of battle loop, a few directions I can take this depending on scope/interest. A simple tower defense setup might have you getting units within this screen and swapping as needed, something with a map/conquest-lite setup might show enemy forces and limiting units is part of the strategy).
Under consideration:
Allowing camera scrolling left and right and extending the field horizontally. This opens up a ton I can do for variety (backdooring, unit speed, very long range units, enemy buildings for attacking scenarios, more battle map features). Really only downside would be potential performance risks, and of course scope creep, but it may be worth it for options it provides. Keeping it locked vertically would still keep things focused and simple. Probably wouldnt be a LONNNNG map, but something 2-3x the current.
I plan to get a few more units in (enough for actually making use of said army building screen) for both sides and then updating the itch build.
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broadsiderenegade · 13 days ago
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broadsiderenegade · 14 days ago
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I like uploading the full spritesheets animated as they make me laugh when the dying animations make them look clumsy, but this one hits extra hard with the puke attack.
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broadsiderenegade · 14 days ago
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Feywild hunters
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broadsiderenegade · 14 days ago
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Big froggo
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broadsiderenegade · 14 days ago
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Here's some gameplay from my game Crystals Of Irm 🙌
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broadsiderenegade · 16 days ago
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volcano too hot :c
i want a volcano but for ice instead of lava
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broadsiderenegade · 18 days ago
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WIP spear skeleton. Something a little more capable of holding a line than the shambler.
Started working out the pausing system today as that’s best done early. While converting elements over to it, I realized I will actually keep the option of giving orders, choosing summons, and even casting spells (that won’t move til you unpause) open so if it gets hectic, and someone doesn’t like the real time speed, they can slow it down whenever they want.
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broadsiderenegade · 18 days ago
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A siege!
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