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Working Game!

It has been a long time since posts, i know.

The game has been reworked from the A.I perspective. Originally i new how pieces would react and move, because i created it!..But for new players or any game where im not present, it made no sense at all.

A drastic overhaul was needed.

All of the spawning of units is now handled by 4 decks of cards. 1 for each phase of the game, which show the player what is spawning and where.

As for the A.I, all the rules have been compiled together with the rules for the WHOLE game into a Rulebook!! (shocking i know)

At the moment the rulebook is still being refined as with me being the only test player as of now, i pretty sure a huge majority of rules is still missing due to me knowing little things instantly and forgetting to write them down.

The game has seen 1 full successful playthrough, and i almost lost at multiple points!

The little problem i have is that the escorting the payload section takes a VERY long time. There are 2 ways to fix this, i could reduce the amount of sections on the 'track' so that there is less rounds of play in this section, or i add a card to the current spawn deck which essentially says that this spawning section is 'All Clear', meaning that the payload would continue but no units would spawn this round.

Both methods will be tested.

More updates to come in the future.

To Be Continued...


 
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