Re-coding complete and then some
I’ve completed re-coding my game from scratch and the code is much cleaner and much more reusable this time. I managed to add some background music and sound effects during attacks. I’ve also got a stage selection page working (though admittedly it’s not much at this point). I think it’s much more obvious now which units can still be moved, and the flow of each turn is much smoother (though you’ve lost the ability to attack before moving). The music and sound effects are just filler at the moment, I’m going to try and compose my own bg music at some point. As promised, here’s the video:
Please ignore the 2 spots in the video where the music skips forward. I had a couple bugs pop up that required me to review my code midway through the videos and didn’t have the time to figure out what was causing the errors.
I need some feedback on the control scheme. Currently, you choose to not attack anything by clicking on the unit again or by clicking on an empty attack square. I forgot to show it in the video, but if you click outside of the highlighted move/attack area, you cancel the turn (this can’t be done after an attack is completed). Should I change this? I found myself accidently choosing not to attack a couple times during testing. Would a menu that gives you the option to attack, end or cancel be more useful after the movement selection is complete? Your feedback is appreciated!
I don’t think that clicking outside the highlighted squares should cancel the turn – it’s something that players would do by accident all the time. Having played similar games before, I would expect the unit to be deselected. I would then expect to be able to select it again and complete my turn.
Other than that, it’s beginning to look… well, playable! Too easy, maybe, but then I suppose those maps were simply for demonstrating functionality?
Thanks for the reply, I’ll probably implement your suggestion. I suppose I really need to get some real levels in the game now. I think I’ll also add a confirmation button before the unit’s attack is executed. That way if you accidentally click to attack, you’re not out of luck.