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Shattered Gear

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PRESENTS


For a long, long time, I've reworked, re-edited, and completely redone this little "franchise" of mine like you wouldn't believe. Literally hundreds of ideas have crossed my mind since I first thought up of Shattered Gear. Originally, I had a series of games in mind, each one with a different storyline that crossed years in between and it ultimately became too ambitious for a kid like myself. I had a total of five or so games completely planned out, and looking back on it now, I've decided to do something the exact opposite of what I'd been trying to achieve before; I'm going to make a little game that people will be able to enjoy time and time again. I always set my goals too high, and it only means a bigger letdown for me every time. So now I've reorganized everything in this little series of mine, and have decided to post everything up here. I hope you like what you read, because there will be no revision after revision this time. I know what I want now and I intend on accomplishing it.

[Introduction]
Shattered Gear is a tactical turn-based role-playing game, similar to Final Fantasy Tactics and Fire Emblem, but in a slightly different fashion, because Shattered Gear uses mech-like war machines called Assault Gears as the primary unit type. Not only does this game have RPG elements, but there is a touch of Real-Time Strategy as well. Multiple mission types will give the player a variety of tactics to use, and how you use your infrastructure and things of that sort could very well determine the outcome of the battle. The player will create their own Commander, and depending on their Commander's class, they will get certain abilities and bonuses that others most likely won't. Spanning several planets, this engaging story of loyalty, betrayal, and perserverance will have the player engrossed until the final credits begin to roll.


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In the distant reaches of the universe lies the Renar System, a galaxy of four planets, each completely different than the last. There is an era of peace at hand since the new Renarian High Council has been installed 12 years ago. And now, you're probably guessing, that something is threatening that peace, attempting to control the entire galaxy with an iron fist?

Wrong. Due of the lack of war, the economy has slowly staggered downwards, and several major war-time corporations and companies have gone underground and decided to fight their own little petty war, unbeknownst to the citizenry of Renar. Mercenaries from all over have lined up to sign contracts and earn a bit of money to keep a stable family, or even just to kill some time.

This is where you come in. You're a Commander and you have been given the task of leading a unit in one of the several factions that are vying for total domination within this war, dubbed the "Great Conflict" by most war politicians. One of three factions will come out on top in the end, and whichever you join will play a huge factor in their success. During your campaign on Renar, you will meet many new people, friend and foe alike, and the outcome of every battle will depend on the final curtain call for the cast, and ultimately who rises up as the victor in the Great Conflict. Good luck soldier, you'll need it.

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The battle system in SHATTERED GEAR is fairly simple; you, as the commander, do not take to the field. Instead, you remain behind at the Headquarters and give your commands from there. Your squadron will be under your direct control, and you can choose where they move and what they attack, ultimately deciding the outcome of every battle. However, tactics will be different depending on what exactly your mission is. For example, in the mission mode "Siege", one team is attacking and the other is defending. If the attacking team can destroy the defending team's Headquarters, then the Attackers win. Of course they'll have to make their way through several obstacles, such as Road Blocks, minefields, and stationary turrets, as well as several others. Of course, the Defenders aren't completely helpless. They can repair damaged or destroyed assets at a cost of some Credits. Depending on how many Credits the Defenders are willing to part with will determine the speed in which the assets are repaired.

The maps in Shattered Gear are large enough for multiple mission types and strategies to be undertaken by all participants. And the Territory Control feature will let players know when they have taken control of a certain territory on a planet, or even the planet itself. Depending on the faction that the player sides with, the story will differ drastically. Each faction has different assets to balance each other out, and makes the battles more intense and victories more crucial. Sometimes a player may gain a blueprint for an asset after defeating enough of them, such as an enemy Assault Gear or stationary turret.

There are plenty of unit types that can be deployed during a battle, but there is a standard maximum of 6 units in the first squad. After the first squad has been defeated, a second squad may come in as reinforcements when called upon by the player [they can call in for reinforcements after the first complete turn but if they have more than 3 units available on the field, there will be a huge Credit Penalty.] Once the second squad is eliminated, the player is pretty much defeated unless their assets can hold up against the enemy to pull off a victory. The standard units are as follows:

-Assault: Pretty self-explanatory. A variety of Assault Gears exist in this game, from light to heavy and the in-betweens. They may only have 6 units at one time on the field. The player can choose a Squad Leader from one of these 6 units, which will give them enhanced stats depending on their Assault Gear tier.

-Lieutenants: Before you start a battle, you have the choice of selecting three Lieutenants, which give your platoon certain tactical advantages. There are Field Support lieutenants, which give your Assault units 10% more health and +2 defense; Engineer lieutenants that decrease the repair or rebuilding time of tactical assets for your platoon [and increase the enemy platoon's] by 10% [so if repairing an asset takes 10 turns, it would only take 9 with an Engineer in your Platoon, and it would take 11 turns for the enemy to repair one of theirs]; Recon lieutenants will give you an entire list of the enemy's First Squad and their units before the battle begins, allowing you to set up a strategy beforehand, but this will take place of two lieutenant slots instead of only one at higher levels when it reveals more detailed information; Paratrooper lieutenants allow you to call in reinforcements 25% faster and decrease enemy reinforcements by 15%; Bombadier lieutenants let you call in an additional 2 air-strikes and decrease the recharge time between air-strikes by 15%, as well as decrease the time it takes to arm and disarm bombs onto enemy assets by 5%; Siege Ensign lieutenants will give all of your assets approximately 15% more health with a +5% Repair Time bonus; and Saboteur lieutenants automatically decrease enemy asset health by 25% and increase their repair/rebuild time by 50%.

-Heroes: Depending on the faction you join, you will be accompanied by several different heroes who are technically the main characters. If they are defeated on the field of battle, you will suffer a major defeat. However, if you defeat the enemy's Hero, you will earn yourself a Major Victory, which is the equivalent of three Minor Victories. Heroes act on your orders, and have special abilities that can help or hinder your Platoon.


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Space Warfare is a unique concept I developed that will act as more of a mini-game, a break from the serious battles. Of course, the threat of game over is entirely real with a Space Battle, but the intensity has been toned down to act as a sort of relief from the mayhem of conducting a top-down battle. Rather than sticking to the grid-based battle system the main game is centered around, Space Battles introduce the Archangel System, which is just a cool name for the standard RPG Maker battle system custom-made for Shattered Gear. The player will commandeer one ship, and have different abilities at their disposal depending on the ship. There are 7 different ship types, each with its own bonuses and drawbacks.

~Corvette Class~
A relatively small combat ship, usually the smallest in any fleet in the galaxy. Equipped with limited range and weaponry, Corvettes are easy to maintain, but are easily destroyed. In a squadron of 4 or 5, Corvettes become a potent and legitimate threat to a Frigate. With its EEWS Skill (Enhanced Electronic Warfare System), Corvettes can target multiple enemies and deal explosive damage.

~Frigate Class~
Somewhat larger than Corvettes, Frigates also have limited range, but have more offensive and defensive capabilities. Frigates take more credits to maintain, but have a deeper R&D upgrade tree than Corvettes. Frigates have the ability to double their shield capacity with the passive Enhanced Battle Hull skill.

~Destroyer Class~
Unable to win a 1v1 fight with anything above its own class, Destroyers have better everything than Frigates or Corvettes, including offensive and defensive flexibility. Increased range and maintenance costs, the Destroyer can take the brunt of almost any lesser attack.

~Cruiser Class~
Superior range and weaponry clearly separate Cruisers from the rest of the pack. Considered to be the standard ship of any military fleet, Cruisers are at the frontlines and have deep upgradability. Slightly more costly than Destroyers, Cruisers are a staple in any faction's squadron. The innate ability of all Cruisers, 'Cruise Control', gives all ships in the player's squadron a small boost to their attack and shields.

~Battlecruiser Class~
The term 'battlecruiser' is heavily used to designate a ship that is a toss-up between cruisers and battleships. Many fleets determine this class by placing the weapons of a battleship on a cruiser hull, this can either make a very fast, but weakly armored battleship or a very slow, but heavily armed cruiser. This term is the equivalent of a Cruiser using the Battle ship type, which means that a Battle Battlecruiser is not possible.

~Battleship Class~
Battleships are large ships that are dedicated to combat. This dedication usually comes at the cost of other systems, such as hanger space and non-combat systems. Its main ability, 'Barrage', targets all possible enemy ships in the vicinity and deals normal damage. Battleships also have the ability to place mines, which will greatly damage enemy ships, and can sometimes repel attacks.

~Dreadnought Class~
The largest ships in the Renar System, Dreadnoughts are rarily used except in vital confrontations. Dreadnoughts can easily cost up to the same as 100 Battleships, depending on what they have equipped. Dreadnoughts nullify any mines placed by Battleships, and can also place mines of their own.

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Throughout the game, players will accept various missions to advance in the storyline, or even to earn some extra Credits. I, being a strong believer in variety, have drafted several mission types here, followed by their concepts below.


[SGE] Siege : One team defends their HQ while the other team attempts to destroy it.

[CAP] Capture : Two teams attempt to bring a target to their HQs.

[RES] Rescue : One team must protect a target until time runs out, and the other must secure it and bring it to the Extraction Point.

[BASE] Base : Both teams scramble around the map to capture command posts until time runs out or one team captures all five CPs.

[BOMB] Bomb : One side has a cache of three C4 explosives and must destroy designated targets before time runs out. The other team must defuse the explosives before they detonate. If time expires before the bombing squad destroys the target, the defusing team wins. If the defusing team defuses all three of the C4 explosives, then the defusing team also wins.

[CON] Conquest : Both teams fight to the death until one team's reinforcement count reaches zero.

[RACE] Race : The teams fight to the finish line by bringing a target through checkpoints while attacking each other.

[INF] Infiltration : A two-part mission that has the attacking team surrounding a base and breaching it, and then entering inside to steal extremely important intelligence data.

[ASN] Assassination : One team must kill the other team's Hero before they reach the Escape Zone.

[FFA] Free For All : The three factions show down in one huge battle in which everyone is against everyone else. The last faction standing is the winner.

[HvH] Hero vs. Hero : A one-on-one cage match pitting one faction's hero against another's.

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White Raven Incorporated [WR]
White Raven Inc. is a major manufacturer in Flight-based Assault Gear models called Zephyr. Therefore, theirs are the most superior compared to the other two factions'. However, they suffer in several other areas, such as Infantry AGs and Ballistics AGs. Before the war, they were a chain of remote-controlled toy makers across the galaxy. They've put all their resources into assembling a fine assortment of mercenaries for their private military company.

Rapture Company [RA]
Previously a dominant force in the transportation industry, known mostly for their high-security, heavy-armored vehicles designed to transport large quanitites of expensive goods, Rapture has developed a special heavy Assault Gear named Goliath with slightly better agility and attack, making it a force to be reckoned with against other Heavies. Mercs with an interest in long-drawn out battles and high-stakes contracts have given every fiber of their being over to Rapture Company to take hold of the galaxy's economic war.

MetaCorp. [MC]
A pioneer in the computer technology industry, MetaCorp. takes its knowledge of digital information and transforms itself into a top faction in the new underground war. It's unique AG, the Serpentine, is a Recon AG that has considerable attack and defense compared to others of its type. Hired guns who want to find a quick end to their conflicts by any means necessary have joined forces with MetaCorp., taking their stake in the war.

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There are five planets on Renar, each with their own significant areas and resources vital to victory.


Gundar: The Second Earth (Home of: nobody)
A planet full of luscious grasslands, dense forestry, unbearable deserts, and deadly icecaps. Gundar is the centerpiece of an extraordinary galaxy. [Small increase of all resources]

Zevan: The Ice Planet (Home of: White Raven Inc.)
With its 3 moons, Zevan contains a virtually undepletable amount of Zevantium, a crystal that fuels 95% of today's technology in the galaxy. [Large increases in Zevantium]

Verith: The Center of Commerce (Home of: Rapture Company)
Verith's positioning in Renar makes it the marketplace of all planets. It has highly fertile soil, making it the ideal place to farm and plant crops. It also has a moon that's crust is made solely of Erisia, which is a highly profitable gem. [Increases in Food and Credits]

Giza: The Desert Wasteland (Home of: MetaCorp.)
A planet with many precious metals at its core, it is considered of utmost value for resource consumption. Also the homeland of many desert warriors. [Increases in Raw Metals and Recruits]

Atlin: The Vacationing Resort (Home of: nobody)
Made of 99% water, Atlin is considered mostly a vacationing spot for those who wish to break away from long, tireless hours at their day job. Retired vets have called this place home for decades, but who's to say they don't miss the old itch of war? The seemingly endless amount of food and water also come in handy here, not to mention valuable property that can be sold and bought freely. [Increases in Food, Recruits, and Credits]

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There are 5 different tiers of AGs. Each faction specializes in one tier, which makes combat a tad bit more strategic. As long as the researching requirements have been met, every tier can be further upgraded to increase your squadron's efficiency.


Infantry
The basic, all-purpose AG archetype. Average attack and defense, and cheap maintenance costs make this a staple in any tactician's lineup.

Heavy
This AG is mostly meant for defensive measures. Its high defense and overall HP make it durable, but with low attack and barely any agility, it could be a sitting duck if targeted by multiple enemies.

Ballistic
With high attack, defense, HP, and cost, Ballistic AGs are used sparingly on most military budgets. They have a large target range, however, and are solid during most mission types, and well worth the steep price.

Recon
Attack and defense are sacrificed for great agility and movement, as well as a cheap price tag. Not meant for one-on-one combat, but can be a great asset when surrounding an enemy unit. Get several of these on a big guy and let them work their magic. Effective for getting behind the enemy and establishing a tactical formation.

UAV
Flying AGs that have standard attack and defense, but increased range and movement. With low HP and cost per unit, UAVs are essential for establishing dominance in the air.

AA Guns
High attack and defense, coupled with incredible range, these suckers are expensive and require a pretty penny to maintain. However, they are just what the doctor ordered if you find yourself losing a fight.

Mobile Armored Turret
Even more attack and defense, but with the ability to move a little bit. Its range isn't as great as the AA guns, but it costs a bit more than its sister counterpart.

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Research and Development is a continuous and on-going procedure. Before, during, and after battles, you have the ability to fund projects for your faction that will give you a distinct advantage over the the others, including upgrades to your assault gears and assets. It's not that simple, however.

R&D Assault Gears
You can upgrade your Assault Gears' armament and protection over the course of the game. The only limit is time and money. Small projects, like little upgrades to currently existing weapons may take only a battle's worth of time and money to finish. However, developing an entirely new weapon could take a few battles, and plenty of Credits. It's good to get a little moeny in the bank and experience under your belt before undertaking an R&D project of huge proportions.

R&D Assets
Just like with Assault Gears, you can upgrade your assets. You can't customize the kind of ammo or weapon that it has, but you can increase its efficiency. Attack, defense, range, movement, etc. All can be upgraded, for around the same price as your AGs.

R&D Ships
Similarly to AGs and Assets, the Ships that transport the player all over the galaxy can be upgraded as well. Things such as speed, attack, defense, shields, and other helpful things can turn a hunk of junk into a behemoth force to be reckoned with.

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<MetaCom> [Chris Wolfe] (Lt. 1st Class) 29 years old
Lt. Wolfe pilots the Recon AG "Revenant". Twelve years ago during the First Great War, Lt. Wolfe lead his small Strike-Team Delta out of the heart of enemy territory with no casualties. Lt. Wolfe is compassionate for his enemies, and knows that when victory has been achieved, no more senseless bloodshed is necessary.

<White Raven> [Desch Renar] (Corporal) 42 years old
Cpl. Renar pilots the heavy AG "Paradigm", and is said to have designed it for himself, by himself. At a young age, Desch wanted to be an engineer, and joined MetaCom. As he showed promise as an AG pilot, his interests led him elsewhere, and he became the leader of The Rogues, one of the most powerful squadrons in White Raven's mercenary corps. His ruthlessness on the field has earned him the nickname "The Black Baron", because he spares no enemies he encounters.

<Rapture Company> [Abbie Watson] (Private 1st Class) 23 years old
Private Watson is a young hopeful in the private economic war as a member of Rapture's Reapers, a professional group of AG pilots who are ultimately Jacks of All Trades. She pilots the Vulcan-Series' prototype AG "Cataclysm", an all-purpose AG that is prepped for any situation on the battlefield. Her decisions on the field of battle are usually spur-of-the-moment, as she has little experience as of yet.


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On the way


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-Amazing musical score.
-Boasting literally over 100 hours of gameplay.
-Thirty-five (35) maps for players to engage in futuristic warfare.
-10+ different game types to keep the gameplay refreshing and non-repetitive.
-An enthralling story that pits you against the world (or in this case, the whole galaxy)
-A Scenario Mode that lets you play on any map with any game type as any faction.
-Three possible endings.
-A Map Editor that lets the player create and share maps over the NetLink system.
-A possible future multiplayer patch; battle one-on-one against other real, live SG players!


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RadethDart - Awesome Header + Logo
Isumi - Instant classic musical score


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None yet.


Still to come:
-Features List
-Credits
-Demo
 
I... really like it. I've always been a fan of tactical battle systems and you have a lot of very interesting ideas. It's late for me at the moment, so my critiquing skills are pretty bad, but here's my thoughts right now:

  • What are you planning to use to make the game (if you've thought that far ahead)?
  • The AI will probably take a while to make for something like this. It's very possible to make a good enemy, but it'll take a while.
  • Balance is the key. You'll need to make sure everything balances out alright. From what I've seen you're doing a pretty good job so far, but it's important to make sure there isn't any one "best" path.
  • Good luck and keep me updated!

I'll take another read-through tomorrow so I can give you something more coherent, but for now that's what I've got. :P
 
As of now I'm intending on using RPG Maker XP because I'm more familiar with that than I am with any other system. Plus, GubiD's TTBS will probably be implemented here, but I'll have to tweak it and make it just a titch more advanced.

Yes, I want the battles to be challenging, not just some "k hev mai gud units atk therz n i win" bullshit. If you go balls out and attack whatever moves without thinking, don't plan on coming away with a victory.

Yeah, balance is one of the most important things. Obviously I want each faction to have something unique and special about them to lure players into joining them, besides the story. The story is ultimately the same, but each faction has different goals until they get around to the endgame. Then it all comes into place. I'm adding in the planets and everything as of now, so look for that to be updated.
 
The forum was acting funny and every time I went in to re-modify the post, none of the header links showed up so the final product would just have the logo up and none of the headers haha
 
Hi there! I finally got around to reading the updates and everything. I know it took forever but I did eventually get to it! XD

Like I said before, balance is something you need to keep in mind. I.E. - you have Verith, which grants increases in food and credits, and Atlin, which does increases in food, recruits, and credits. Basically, Atlin has an extra resource it increases, so you need to make the increases lesser than those you'd get from Verith for the planets to be balanced. It's not really something I can comment on too much until you have a demo, but it's something I wanted to point out so you can watch it as you go. :thumb:

Everything looks awesome so far and I'm really looking forward to seeing some screenshots and/or a demo. :3
 

Nolund

Sponsor

Had a fair bit to read here, but I got through it :p

I'll separate my thoughts on the aspects you asked for in two separate headings:

Story

What I like about this project is that while the story is not necessarily new and creative, the entire thing comes together so nicely that it doesn't have to be unique. The fact that you have a story that isn't so thick with cliche that you can smell it from 3 threads away shows you've put time into this. I also think that it's something that could actually happen in the setting provided (economic crisis and some powerhouses trying to get ahead in the world, which one could technically argue is happening in the world today).

Gameplay

Well, this is where most of my criticism is going to come into play. Some of it could potentially be part of Story, but I figured it would work in either heading.

Something I really like about this project is that you have set a goal, and I personally feel that you've achieved it. And that's replay value. By having three different factions, one can play through this game a number of times and not really have to worry about having the same game three different ways. At least, that is the impression I have gathered based on your first post (different goals lead to different destinations).

As said before, something you're going to have to put extra care into is balance. I have no experience with GuBiD's TBS so I don't know how it works, but I definitely agree that it will likely need to be tweaked in order to obtain that "RTS" feel you want to implement. You definitely have your work cut out for you with the number of different game scenarios and units.

Something I thought of while reading this (and I am not sure if you have thought about this as well) is the carry over of units, and how they will grow. You stated you wanted an RPG feel, so it leads to me the question: will units that have taken part in battles grow in strength or rank? For example, say you name your units, and have an Assault pilot named Frank, if he stays with you through a number of battles, will he become "Corporal Frank" and gain bonuses? Or are units solely upgraded through R&D?

Something else I thought of is, is there a set path to this game? Or is this non-linear. Do missions HAVE to be won, or are there certain situations where a defeat does not lead to "Game Over", as is the case in war. What comes to mind first is Star Fox 64, where you could lose some missions, and be put in a different path. Ultimately you go to the same ending, but you aren't forced to win every battle to get there (because let's face it, who can win EVERY battle in war?)

Now, you're like me, where we tend to bite off more than we can chew (I have a number of stories set in motion for potential games, some started, some not, and most are way too ambitious), but something you might consider is a "Scenario" aspect rather than the storyline, as you find in most RTS games. Basically allow the player to have a Quick Play option. Not sure how hard that would be to add in, as I've never done anything close to this project before, just another thought that came to mind.

Also, a question on how "Heroes" will work. Are they typical units? Or will they be special mechs, not limited to the class types you mentioned in the first post (as in, is Hero 1 a Ballistic, or is he a separate class, with his own unique strengths and abilities?)

And since I'm on the topic of classes, how do Lieutenants work? Like, are they the same gear simply with different abilities, or are they all different classes (which means they'd look different, and "Lieutenant" is just a name). Or, am I wrong on both of them, and they are simply upgrades to units you already own? Like, a Lieutenant UAV.

Anyway, I think you have a great project here. Had a lot to read, so it's only natural that there's a lot to say :p
 
Thank you for your compliment about the story. Yes, I wanted something that could be relative to real life, and not something that people will read and say "oh Jesus Christ another [insert title here] clone" and pass it over. Though I do think the story is important in video games, I think the gameplay is three times as important.

The three different factions have unique sub-plots, mostly because of their respective Heroes. The hero for one faction could have compassion for their enemies, and withdraw after achieving victory, while another will show no mercy and slaughter every last foe in their way. Ultimately, with the three factions, the endgame is the same. There are no good or evil factions, no right or wrong decisions. The perception of light and dark doesn't exist in this game, and I don't want the player to feel like they have to pick a side because of their karmic standing or something. There are literally endless possibilities with a single faction. You can focus on one aspect in your first playthrough with whatever faction, go through the game and beat it with whatever strategy you want, then start over with the same faction, and find new things you didn't notice before, or discover new strategies that would probably have worked better your first time through.

Balance is probably one of the top-most important things on my list. Each faction has a unique Assault Gear special only to them, and is more powerful than the other factions' AG archetype. For White Raven, their UAV AGs have increased stats when compared to Rapture's, but Rapture's Heavy AGs are much stronger than White Raven's, and so forth. This will probably be the tallest task for the development of the game, and it has to be JUST perfect for a satisfying game experience for the player.

The RPG feel I mentioned doesn't necessarily mean that I want individual characters stronger than others. You will be able to name your units, however, you will not be able to individually upgrade their stats. Much like Valkyria Chronicles, when you upgrade a tier of soldiers, that entire tier upgrades at the same time. So say you upgrade one Infantry AG. Guess what? Every Infantry AG you own gets the same treatment. It's the same with every tier of AGs and Assets you have. The only thing you can't upgrade permanently are Heroes and Headquarters. And yes, I felt that a vast array of units would help players develop different strategies for different situations.

Missions don't have to be won 100% of the time. However, that being said, you will need to eventually conquer every planet to advance to the endgame. As an example of conquering planets, I've given you a scenario below.

White Raven has complete control over Zevan. Zevan has 7 Battle Zones (maps), which are very distinct in their own way.

1. Ports
2. Supply Depots
3. Weapon Warehouses
4. R&D Facilities
5. Checkpoints
6. Defensive Posts
7. Capitals

In order to begin an assault on any planet, you have to be able to make a safe landing at the planet's port to allow for more troops and reinforcements. Your primary attack squad will come in and attempt to take this Battle Zone, with you commanding them. Once you defeat the defenses here, your options then branch out. You can then head straight for the capital, which is HEAVILY defended, or you can move out to the key strategic points and slowly cut off the capital's lifelines before cutting off the snake's head. Such options are up to the player. If they think they have what it takes to go straight for the capital, then more power to them. However, each Battle Zone's mission type is randomized for every encounter. If you attack one battle zone, and it's a Siege, the chances that the next attempt it will be a siege are one in about 22 (it will decrease over time for that map for each time played). The only time a player can reach game over is if they run out of money, lose the capital on their home planet, and lose pretty much every battle they fought in. I want to make it a challenge to fail :)

Yes, I have considered a Scenario type thing. It would allow the player to select any mission type for any map, and it can then prepare them for the rough reality of Career Mode. Career Mode will also track stats, such as victories, defeats, total kills, total units lost, total upgrades, total credits spent, total credits accumulated, etc. I hope to add a multiplayer patch a little farther down the line to allow competitive and cooperative gameplay, but only if people actually like the game. I will add in a global record system, however, to keep track of the best players that the game has seen.

Heroes are basically over-buffed characters that aren't your average Joe. They are a specific class, yes, but they have insane stats and are tough to bring down. Of course, balance will come into play here, and I'll need to be careful about what AG tiers are used and which faction gets which pilots. Also, if you lose your Hero, you can pretty much kiss your faction goodbye because it will end up crumbling unless you can somehow conquer every planet in a few in-game weeks.

Lieutenants don't take to the field. Think of them as perk from Call of Duty. You can have a maximum of 3 lieutenants, but some lieutenants take up more than one spot because of their abilities. The lieutenants you choose give you certain advantages, and may mean the difference in victory or defeat depending on your strategy, and your opponent's. Support Lieutenants give your AG 10% more health and +2 defense, which makes them a bit tougher to bring down. So if you're going all out in a Conquest Mission, you'll probably want a Support Lieutenant with you.

Thank you for the time you've taken to read through and reply :)
 
Suddenly decided to start back on this big ol' project of mine. Created a list of heroes, and main post update soon to follow.
 
Space Warfare concept up now, and I will have a header explaining just what the Shattered Gear really is soon. Remember to critique pleaseeeeee
 

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