This is how our new movement system works.
1. Choose a character
2. Choose a reaction for that character
3. Choose the size of the reaction area
4. Choose the movement path
All movement commands play out at the same time. You can only move one character in a turn. The available reactions depend on the chosen character. If another character enters your character's area of reaction, your chosen reaction plays out. If you were about to attack, your character charges. If you chose to be cautious, your character flees.
This movement system gives the player nice control over the character. You can choose to patrol back and forth with a maximum reaction area, you can stand still and wait for the opponent's initiative, or you can try to sneak past them and only react if someone gets too close.
Thursday, 19 March 2015
See those two Marios? That's where we are at with our online play after a few days of looking into it. You can create and join lobbies at this point. You can also move around and chat with your avatars. We're using Photon plugin, which at the moment seems pretty easy to get up and running.
Thursday, 12 March 2015
Work on the game began on January 2014. The team consist currently of 7 game development students located in Kajaani, Finland.
Our goal with King of Thule is to create a single- & multiplayer strategy game. Simply put, the game is turn-based king of the hill, where all player actions happen simultaneously. The game is set in a low-fantasy version of iron age, in northern lands.
Here's how it started out:
We'll upload some fresher in-game prototype pictures as we're done changing to Unity 5.