Author Topic: Armoured Commander: WW2 Tank Commander Roguelike  (Read 33277 times)

Rev_Sudasana

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Armoured Commander: WW2 Tank Commander Roguelike
« on: February 02, 2015, 10:41:12 AM »
Just finished a rough version of my RL based on the board game Patton's Best. Programmed in Python and libtcod. Feedback and suggestions are very much encouraged. Only the bare bones of the game are in place, but it's playable and sometimes quite fun!

I compiled it with py2exe and have (hopefully) included all required DLLs, including the Microsoft Visual C++ 2008 Redistributable Package (x86).

Public download link: (removed) Edit: Download the most recent version at http://www.armouredcommander.com/downloads.html

Recent /r/roguelikedev thread: http://www.reddit.com/r/roguelikedev/comments/2u9tai/sharing_saturday_35/co6mhsb

It might take a bit of time to get used to the game system since for now it follows Patton's Best quite closely. I don't have any kind of tutorial in place yet, but most menus display a list of available key commands.
« Last Edit: September 20, 2015, 09:16:02 PM by Rev_Sudasana »

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #1 on: February 02, 2015, 01:28:05 PM »
Forgot screenshots!

Title Screen


Campaign Map


Battle Screen


Tank Knocked Out, Rolling for Injuries

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #2 on: February 03, 2015, 01:43:54 PM »
First test of a procedural map generator:


Noorz

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #3 on: February 04, 2015, 07:06:05 PM »
I previously saw your post on the  /r/roguelikedev thread and come here to test it and have one question. is the Encounter in place yet? Because no matter where i go and, even if the ennemy resistance is supposed to be high, I see nobody and just get the VP for liberating a square without going to the battle screen.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #4 on: February 05, 2015, 10:13:14 AM »
It is in place, but I may have left a testing line in the compiled version that disabled encounters! I will check tonight and upload an updated version if that's the case. There should be a good chance of triggering an encounter if the area resistance level is high!

Edit: Yup, I left a testing line in that makes it impossible to trigger an encounter. Fixed version uploading later today!

Edit 2: Fixed version is uploaded, same link as before: https://dl.dropboxusercontent.com/u/5500261/armcom_alpha1.rar
« Last Edit: February 05, 2015, 10:27:10 AM by Rev_Sudasana »

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #5 on: February 14, 2015, 03:03:34 PM »
Alpha 2 available: improved campaign map, new hex location system for encounters, smaller screen size, and many bug fixes.

https://dl.dropboxusercontent.com/u/5500261/armcom_alpha2.rar






Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #6 on: February 20, 2015, 07:19:36 PM »
Alpha 3: Smoke 'em if you got 'em

https://dl.dropboxusercontent.com/u/5500261/armcom_alpha3.rar

Biggest addition for this version is smoke. Throw smoke grenades from open hatch, fire smoke ammunition from the main gun, and contend with smoke screens dropped by friendly artillery. Smoke reduces chance to hit by half for each smoke factor between the firer and their target.

Also added Area Fire, which must be used with smoke ammo, and which may be used with HE ammunition to land a shell in the general area of a target, negating cover and target size bonuses.

Fixed a number of minor bugs, including incorrect display when an attack either has no chance of destroying a vehicle target, or if it is an automatic KO.

Image of smoke on the combat map:


panzerdiesel

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #7 on: February 20, 2015, 08:32:05 PM »
Hi there,

just blundered into this roguelike. Wow. These game mechanisms have their own immersion of ww2 tank combat. Please, push the development of this jewel forward!

And: Add German tanks ;)

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #8 on: February 20, 2015, 08:35:57 PM »
Please, push the development of this jewel forward!
And: Add German tanks ;)

Thanks! I'm slowly adding features to the base game. More player tanks will be added eventually! Luckily fans have already created alternate player tanks for PB, including Canadians, Soviets, and Germans.

monkie

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #9 on: February 22, 2015, 07:06:10 PM »
Wow, this is great. I have always thought that PB would be perfect for the PC because it's greatest weakness was simply all the charts and modifiers which kind of slowed down the whole process. I also kind of enjoy the "old school" feel of the program, kind of takes me back to a simpler time and some of my old SSI games. Flashy graphics will never trump the "theater of the mind".  Thank you for taking on this project and I'm looking forward to seeing it develop.

Now to break out one of my two copies of Pattons Best and start to re-learn the system, again.


Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #10 on: February 22, 2015, 10:12:21 PM »
Thanks! The advantage of using a character-based system is I don't have to try to use my minimal art skills, and the player can focus on the gameplay rather than on the graphics. Development continues when I have the time to work on it, please let me know any bugs or crashes you come across.

monkie

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #11 on: February 23, 2015, 09:15:44 AM »
I came across a small bug if you want to call it that. I had my gunner ordered to fire at an enemy unit. During the action phase that unit became unspotted and now the gunner could not highlight in blue the target. So there was no real order that could be carried out, the gunner was unable to fire and there was no way of backing out from the menu. The only option that was working was the ability to change where the reload was to come from. Not sure if there was a rotate and fire order or not, so I can't give the exact detail and not sure if it can be replicated. I quit and saved and returned to the same situation. I think I exited again and somehow I was returned to the main map and could continue from there.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #12 on: February 23, 2015, 09:19:47 AM »
That's a weird one - enemy units should only change their spotting status in the spotting phase or in the enemy action phase. Remember that when you order your gunner to fire, or rotate turret and fire, there doesn't have to be any valid available targets in order to do so, so the target you wanted to attack might have been Hidden or simply Unknown when you gave the order.

What I'll do is add a notification to say if there are no valid targets for the main gun, and automatically continue to the next phase from there.

Note as well that you can always advance to the next phase with the End key, even if a valid target is available.

Thanks for the feedback!

derpkhan

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #13 on: February 23, 2015, 02:07:14 PM »
A great RL, I'm a big fan of Patton's Best but I feel like the numbers are a bit screwy in this. Enemies have never missed attacks on me and they ALWAYS crit. I don't know why this is happening but it's pretty annoying either way.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #14 on: February 23, 2015, 02:24:45 PM »
I'm not sure why this is happening either, since enemy attacks can never score a critical hit on the player. I'd be interested in seeing a log from one of your encounters.

If the attack is coming from medium or close range, there's no smoke, and you are Stopped, then there's an excellent chance that the attack will hit. Use smoke, movement, and range to your advantage. There's only a 5% chance in any given turn that an enemy tank, SPG, or AT Gun will use its action to attack you. If you fired on a tank or SPG's front armour in the action phase, however, that chance goes up to 20%, so choose your shots wisely!