Demo Updates - May
Hey!
If you have not checked out the demo for this yet.... what are you waiting for, go play it and come back ๐
For everyone else below are the changes I've added with the last update.
Terrain Sprites
I always thought the map looked boring without any terrain like trees and mountains but it was hard to figure out a solution that would not make the map too cluttered. The solution I came up with was to add sprites using a "color burn" shader that changes the color tint of the sprite based on the background color its in front of. This allows them to strike the balance between being present, while also fading a bit into the background. I also made sure to position them outside of the army travel paths which ends up helping show how tiles are connected.
Rebindable Controls
You can now rebind some controls, the mouse controls are shown but are not rebindable due to weird bugs that can happen where the UI and the map selection have different controls or stop working.
BugFixes and Improvements
- Fixed middle button map dragging behavior by adding a 0.001 delay to reading position value of mouse position (was reading it too fast)
- Made AI only build a temple if the tiles unrest is above 15
- Changed army commanding to use right click instead of left click and a secondary UI
- Made the movement arrows outlined in the dark faction color and filled with the faction color
- Changed gold cost for increasing/decreasing unrest 1:1
- Fixed bug where Rebel armies move speed was not getting set when they spawned
- Rebel unit level is set to the max level recruitable instead of a random level between 1 and maxLevel
- If a rebel army takes over its territory then it recruits to full strength
- Added a cooldown timer for sprite flipping back and forth so they don't do it rapidly
- Armies will switch to targeting an enemy army instead of continuing to target towers (and getting slaughtered)
- Armies in recruitment will stop targeting a besieging army if it disengaged so they don't go wandering after it later
- Fixed bug where incoming armies would not attack a besieging army if an army was getting recruited
- Added an "army type" icon to the army flag
- Made siege time variable based on castle level: 10, 10, 20, 30 days
- Added ability to cancel a siege early to move to another tile
- When a tile is captured, all buildings getting built are stopped and the gold is given to the faction that captured it.
- When a tile is captured, a building is degraded a level instead of destroyed.
- Added hidden 1 gold per tile and added another decimal to the total gold so you can see when you are +0 or -0 and the trickle amount of gold you always get.
- Added bobbing animation to the tile name when its selected
- Made an army selected for movement when recruited (instead of needing to reselect the tile)
- Added a slight highlight to neighboring tiles of a selected tile
- Added in progress scaffolding sprite states for each of the buildings to indicate what is in the process of getting built
- Fixed bug where tile name display was not updating to the correct size initially (until you zoomed in)
- Fixed bug where the player could make the AI recruit units
- Fixed pivot points on building sprites
- Added buttons for volume control and Fullscreen/Windowed button
- Audio Changes
- swapped archer and cavalry attack audio
- changed the army recruitment audio to be unique to the unit type
- changed the army spawn audio to be the general recruitment sound
- applied death sounds per unit type
- added hit audio when an attack does not kill a unit
- set audio for cancel buttons
Files
Daimyo Reign Demo
Unify Medieval Japan in this real-time tactical grand strategy game
Status | In development |
Author | KoiChark |
Genre | Strategy |
Tags | 2D, Alternate History, grand-strategy, Historical, map, Medieval, Pixel Art, Real time strategy, Singleplayer, War |
Languages | German, English, Spanish; Castilian, Japanese |
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