Adding the cannon
While the cannon logic has been implemented quite a while ago, I just finished ("finished") the visualisation for it
In the original Battlemasters, the cannon could just shoot arbitrary paths, but this was something I wanted to change for my game. Not only did I think it was a bit weird, but I also wanted my game to be at least a bit different to say that it is truly my game.
Given how the cannon works now, it is possible that two very similar paths are possible for a specific target. I originally distinguished these by different coloured hexes, but this just didn't look good and was very confusing since the effect looked different on differently coloured hexes. Therefore, I changed the whole thing to arrows. While I am not quite sure, I am okay with them and they probably will not be changed (Note: The same arrows are also used to indicate ranged attacks by archers and crossbowmen).
However, I am not at all happy with the tile flipping for the cannonball path, but I am not quite sure what else to do with it.
The last thing I added was the visualisation for self-inflicted damage by cannons (this happens when the tile in front of the cannon is an unwanted explosion). I like this more than the regular tile flips, but having this for every tile seemed too much.
Please also keep in mind that the graphics will still change in order for this to truly be its own game.
I would love if you follow this project and if you leave a comment below, maybe even with a different idea for how I should do the visualisations.
Thank you for reading this; until next time,
Tobi (Mega Wolf)
HexBattle 0
Status | In development |
Author | Mega Wolf |
Genre | Strategy |
Tags | Hex Based, War |
More posts
- The game is still being worked onMar 01, 2023
- Progress on several frontsFeb 17, 2023
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