Forest strike is a 2D round-based strategy game in pixel-art style featuring animals as characters. Each round is divided into multiple phases, such as:
Pre phase is resetting and initializing needed variables each round.
After the pre phase (which is handled within a single step), the dice phase randomly picks the number of steps you can move.
Now, after we got the number, we finally will be able to move the characters. Moving the characters is limited to an amount of steps (dice phase). During the Move Phase, you can move your characters and use items, such as the simple bomb.
Items are split into two groups: "active" and "passive". Active items will be shown in the inventory and can be used during the Move Phase, while passive ones will influence different values of the game.
The active items are not handled instantly, they get a sequence number and will be handled in the next phase, the Action Phase. If there are items placed (like a bomb), the action phase handles every item sequentially (by their sequence number). This way, the game provides a great variety regarding building your own strategy.
Lastly, the Post Phase checks some stuff and jumps to the Pre Phase.
here we go with another weekly Dev Blog. This time we can call it the Bug Fix blog, since I mainly worked on issues that you guys reported.
The KO hook is actually a new feature, but it is already available in the Pre alpha 0.0.1.2. and there were quite a few issues. If the character got hit by multiple bombs, multiple hooks were created and had the instance of the character stored. After the instance got destroyed, the hook was still referring to the instance and the game crashed (because it was no able to reference the instance). This issue was fixed this week.
Here is an example of the hook:
Regarding usability, there was an issue of identifying which character you selected. Usually, if you hover over a character, there was an arrow. Now, the arrow is displayed over the current character which is selected as well.
The right mouse button is now used as a "back"-button. You can navigate to the previous menu from any sub-menu of the title screen or from the character selection. Additionally, you can un-equip the bomb. There was an issue, if you selected the bomb and were not able to put it away. In that case, you would have hit yourself, since you had to place it. Now, you can simple un-equip the bomb by pressing the right mouse button.
If you managed to defeat your friend, the win message was displayed on the screen. I forgot to reset the message. After starting another game, the message got already displayed. This was fixed this week.
Additionally, there is a "back"-button as well to get to the title screen (should there be an additional button in order to directly go to the character selection as well?). If nobody won the game, a "Draw" is displayed on the screen.
I am still working on the issues and most of them will be fixed next week I suppose. The tileset for the next level is almost finished as well. So I may show you the next level soon. Be sure to stay up 2 date! :)
That's it for this update. Thank you for reading! :D
As always, if you have questions or any kind of feedback feel free to post a comment or contact me directly.
This time I want to show you the following progress: shadows, maximum time per round and the settings menu.
Forest Strike Dev Blogs #1 - 4. Here's a collection of my previous Dev Blogs I wrote the last few weeks.
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Here is the very first Pre Alpha version of Forest Strike. Be sure to give it a try and don't forget to give feedback in order to make the game even better...
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