Hello all readers
I start this topic to document the development of my latest creation.
Today, as it's first day of alpha-testing, I will try to explain how my game works and on what principles it is based on.
As for testing, I have convinced five of my class mates to play the game a bit and give me feedback. I hope I can get important information out of this test phase as well as do a lot of refinements.
Elvatara: Castles
E:C is a turn based strategy game with a fantasy / medieval theme. The player has to build up his village to a powerful force by creating different resource gathering facilities and by researching different technologies which grant boni to the resources gatheres per hour, attack power, defend power, the cost for errecting your castle or researching and increasing your population.
Resource-output (gold, wood, iron, stone) is shown as an hourly rate, but can be collected after 30 minutes. The resources have to be collected, they are not automatically added to the players resource-stock. The resources can be stored as long as 6 hours, then they are automatically added to the players resource-stock.
To gather these resources building must be built and citizens must be assigned to these buildings. Citizens produce gold which they pay as tax. This tax, as well as the resource output can be increased through research.
Every 12 hours, at 12:00 and 00:00, the player receives a certain amount of citizens, based on his population increase.
The player has furthermore the possibilty to do battle. For this, he can recruit either untrained, offensive or defensive units, whereas the offensive units only take part in attacks, defensive units only in defending your village and the untrained units can take part in both, but are definately weaker than the specialised units.
The player can build and expand a castle which helps in defending his village. For each castle-level the player builds, he can build a certain number of walls, towers and traps. Traps are a speciality as they have the power to kill one unit per trap. But not with 100% probabilty. Traps need to be researched to be highly effective. Traps also get destroyed after they were triggered.
(This battle system is more of a placeholder than it is the definitve design of the battle engine. I do want to keep it simple, tho)
What will be changed (as soon as I find the time and motivation)
* The battle engine will be revamped, as well as the units.
* Some obsolete additions, like traders will be temporarily removed, and might be added later on.
* Guilds will be included with options such as to wage war agains another guild or to send resources for a small tribute
* Maybe I will find the time to make a somewhat decent layout
This is it, from day 1.