The fun of testing has increased ten-fold since I implemented units 'dying' (stylistically - getting hit by too many snowballs and surrendering on the spot). I now probably spend a little too much time setting up assaults on fortified positions and seeing who wins with a set number of units. Due to the nature of walls reducing chance to hit those behind them, the defenders often win, but depending on the snow they have behind those walls they can run out of ammo and be helpless. Hit n' Run tactics are very effective, allowing the assaulting force to reload fully and be able to fire several successive shots when they charge in. Making a direct run for the walls to reduce the accuracy penalty is also a good tactic, if a little reckless.
Add to the above the different units that will eventually be in the game, and it should turn out pretty deep! I'm hoping players will find their own tactics for the different units, combining units into groups strategically, and setting up sequences and stages of attack that have the best odds of breaking a defensive line - as well as forming their own defensive setups to hold fast against a siege!
I'm not really sure what to move onto next. There's still:
- Creating and editing different unit types in order to get more of a grip on the gameplay. What I have right now is a pretty robust prototyping engine, so I could learn a lot by simulating basic gameplay situations.
- Graphics, to get a little out of the way and perhaps stumble upon a style I can easily replicate for everything else.
- Weather effects, which will likely be very simple to implement. They will be important, none-the-less, or I'm certain a battlefield would quickly run out of snow, leading to a very slow, dull stalemate.
- The system for ordering/producing Units into the game. My current design is to be able to order anything for free, but the player and the computer are limited with a number of transports required to carry units onto the map from elsewhere. Each time you order a unit, one (or more) of these transports is used, and they have to 'recharge' before you can use them again. There would also be a total unit cap. The desired effect is to encourage saving transports to reinforce when you need to, with the best units for whatever challenge you're facing - a last-minute drop of Reindeer Riders, for example, could turn the tables of an assault in your favor.
- A menu and possible campaign structure. I usually have fun doing stuff like this, and it makes the game seem more stable through development, or at least makes the final result seem more in-reach or 'real'. Constant core engine work can make things seem a little bleak, at times, like you're not really adding anything.
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