Alright, thanks for the response!
Well, here's a little more information about the game: mechanics, intended features, and such...
Technical Details:The game is written from scratch in JavaFX, which is mostly what I use to develop at work. Right now, there are two modes: full screen and windowed. For the windowed, you can choose a custom resolution for the window. The full screen mode uses your desktop resolution. Unfortunately, I haven't been able to get the resolution to scale, so you can't use a custom resolution for full screen mode. Right now, the mode and custom resolution is set via a flag in the source code; I plan to eventually make two separate launchers, one for each mode.
Movement/Actions:Tiles are pointed-top hexes, which were chosen for tactical value + some limited isometric potential, with taller features like trees covering part of the hex(es) above/behind them. Each unit has a number of Action Points. Unless altered by special abilities or active effects:
- moving to an adjacent hex costs 1 AP
- a melee attack costs 2 AP
- a ranged attack costs 3 AP
Energy:Each unit also has an energy (stamina) reserve, which is used for multiple things:
- some action abilities cost energy
- crossing certain terrain types may cost additional energy
- attacks cost energy; attacking with heavier weapons costs more energy
Maps:All areas are hex-maps. There is an open 100x80 world map. Each hex in the world map represents a local area that can be "explored" in detail as a 30x30 map. Local area maps can contain entrances to buildings, which have their own variable-size internal maps, generated in various ways according to the building type. For example, cottages and houses have a predefined shape and are pretty simple. Pyramids, on the other hand, have multiple floors in decreasing sizes, connected by staircases, culminating in a "peak" floor at the top; and each floor is a random network of tunnels and chambers.
Terrain & Features:Each hex can have a terrain, a feature, and a road. Terrain can be a general type of terrain, like a grassland, jungle, or desert; or it can be a type of flooring, like a tile floor or dirt floor. A feature is whatever significant object or obstacle is in the hex: it can be a statue, a wall, a switch, a portal, a treasure chest, a tree, a tuft of grass, etc. Some features (walls) can't be seen through or moved through. Some (windows, plants) can be seen through, but not moved through. Others (clouds, curtains) can be moved through, but not seen through. Some, like switches, portals, or chests, can be used; some (grass, flowers, carpets) are just for decoration. And some have other uses: for example, trees can be chopped down with an axes, clearing the obstacle and providing a lumber resource. Roads can appear on outdoor hexes and are functionally insignificant; however, all roads lead somewhere, so following a road will always lead you toward a settlement of some kind.
Eyesight & Fog:Each unit has a Perception stat which determines 2 very useful things: sight range and detection ability. The sight range specifies how many unobstructed hexes the can "see" across. The detection value represents the unit's ability to find hidden objects, items, locations, or enemies. In order for something to be visible to the player, one of the player's units must be able to see it: it must be within the unit's sight range AND the unit must have a detection value high enough to notice it. These concepts are also significant to NPCs: creatures will only chase/attack units that they can see, unless they have some special senses that allow them to detect unseen units.
Each map is initially covered with fog-of-war which must be uncovered by player units, rendering the underlying hexes "discovered". Any hex within a player unit's unobstructed sight range becomes discovered and remains visible for the rest of the game. If a hex was previously discovered, but is not currently visible to any player unit, it will appear slightly darkened and any items/units present in the hex will not be visible.
Note that on the world map, since each hex is representative of an entire local area, all units can only see across 1 hex, regardless of their sight range.
Units:Units come in different categories and races that have different stats and abilities. Here are some basic examples:
"Humanoids" are races that have a human-like body (head, abdomen, arms, legs, etc): humans, elves, dwarves, goblins, orcs, etc.
"Demihumans" (as I define them) are races that are partly humanoid and partly animal or mythological: mermaids, centaurs, lamias, minotaurs, harpies, etc.
"Contructs" are non-living creatures that are animated by some magical, scientific, or supernatural means: golems, gargoyles, robots, etc.
"Animals" are your typical animals: snakes, bears, lions, cats, dogs, birds, whatever. May also contain mythological animals that wouldn't be considered monsters (e.g. pegasi, unicorns).
"Monsters" are mainly mythological creatures, or those that can't fit into any other category: dragons, chimeras, wyverns, griffons, hydras, etc.
"Undead" are non-living humanoids reanimated by some sinister force: skeletons, zombies, mummies, vampires, ghouls, etc.
"Planars" are magical creatures of other-worldly origin: genies, imps, titans, etc.
Parties/Recruiting:The game can be played with only the starting character, or you can recruit other units. You can control units independently, or group them into one or more parties that will work together. You might find a mercenaries guild, where you can pick from several available (random!) units. A traveling hero may offer to join you for a price. Or... remember that adorable lamia that wanted to eat you for breakfast? Perhaps a devilishly handsome swashbuckler can persuade her to tag along! Many units in the game, with the right skills, items, or circumstances, can be recruited:
- many units can be convinced to join you, for a price
- strong, brave, handsome males are good at charming females
- beautiful, charming females are good at persuading males
- intelligent units are good at recruiting animals, constructs, and monsters
Gear:Only humanoids and demihumans can equip gear, such as armor, weapons, and accessories. Humanoids can equip any gear; demihumans may be more restricted: for example, a mermaid can wield a dagger, but can't wear a pair of boots. There are seven levels of gear; the first 6 tiers are randomly generated, while 7th-tier items are predefined only.
- common (basic equipment)
- fine (+1 bonus)
- superior (+2 bonus)
- enchanted (+3 bonus +1 effect)
- magical (+4 bonus +2 effect)
- epic (+5 bonus +3 effect)
- legendary (+6 bonus, predefined unique name & effect)
Factions & Settlements:At the start of the game, a random amount of randomized humanoid factions (race, name, location, etc.) are generated. Some factions may inhabit a city-state; others may be large empires with capital cities, towns and villages, fortresses, and colonies. Like a typical 4X game, the factions will compete with one another, engage in diplomacy, have wars and conduct military campaigns, etc. However, unlike a 4X, the player will not control an empire (because I hate micromanagement lol). The factions exist just to create a more realistic environment, provide quests, etc. There are also some special factions, like Pirates, Barbarians, and Vikings that may raid towns and shipping.
Additional Content/Features:Beside what I've posted here, there's so much more that I'd like to do or have done already. But I can't remember everything right now and I wouldn't have time to include it all now anyway. Ideas and feedback are always welcome.
Screenshots:Title Screen:
Starting to explore a randomly-created world...
Exploring a forest local area:
Overview of a generated world map:
A complete local area. This one is a swamp with a beachfront, bordered by a couple of deserts.
Shooting an Arrow:
A random village local area:
Inside an Inn:
A Pyramid in the Desert:
Entrance to a Cave, which appears randomly in mountainous local areas:
Inside the Cave. I've stumbled across a dragon which will probably kill me in the next turn.
Encroaching on some Barbarian Turf:
Exploring the Mysts. This is a made-up fantasy themed area where you're likely to find pretty weird stuff.
Download link:I'll try to post a link to the latest build sometime this week. I just want to get ogg/vorbis support integrated first, because that will drastically reduce the size of the download vs. the wav files I'm using now.