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Ratropolis DevDiary #6 - Battle Elements

Cassel
29 Jul 2019
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Watsup! It's me Cassel, the lead developer of Ratropolis.

It is April already. There will be many game events in the future, so I'll be really busy.

The first game event is the Made With Unity Awards, which presents games created with Unity.

Ratropolis also applied as participant, and accordingly produced a new promotional trailer.


< Newly produced Ratropolis Trailer >

Thank you for your interest and support.

https://connect.unity.com/p/mwu-korea-2019-ratropolis


I will introduce the contents developed in recent week.

This time we added a lot of battle related elements to the game.



- Addition to Enemies –



Plague Spitter is the first addition

As I tested the game, I felt the need to prevent guards from stacking up too easily.

it's long range is designed to reduce the number of guards piled up endlessly.


< Plague Spitter >


Elite unit Giant Monster is the next addition.

An enemy that is significantly large and strong with a high health point and a powerful range attack.

However, if player take advantage of slow movement speed, it can be defeated.

Giant monster rat is an elite enemy appearing in the beginning of the game.

It is also a system to train players how to deal with powerful bosses.


< Giant Monster >


The stronger the foe, richer the rewards. 

From now on, players will loot an advanced loot box upon successful defense against elite and boss invasion.

Earn advanced rewards such as [Adviser], [Legendary Card] that are different from existing loot crates.


< Advanced Loot Box / Generic Loot Box >


Last addition is a Weasel Hunter.

It appears in the middle of the game, using a javelin for ranged attacks.

If you don't deal with them quickly, allied melee units will suffer great damage.

We encourage the player to kill it using the battle card.


< Weasel Hunter >



Added Combat Help Element –


While adding enemies difficult to deal with,

We've also added ways to effectively stop these enemies.


A beehive let bee swarms out to stop enemies at place.

It will help minimize damage taken from enemy attacks.


< Beehive Stinging nearby units >


The explosive card was originally only available on the line of defense.

Now players can use it outside of the territory.


< Bomb deals area of effect damage after 5 seconds >


Throwing card inflict damage to the specific enemy depending on the number of cards in your hand

Draging the card to a single enemy for a devastating damage.

We want to implement an animation of cards flying towards to the selected enemy in the future.


< Throw all cards to snipe a difficult foe >


앞으로도 적에게 여러 상태 이상을 걸거나 피해를 주는 등

전투에 영향을 줄 수 있는 카드들을 계속해서 추가할 계획입니다.

적들을 방어하는 데 있어 플레이어들이 여러 가지 수단을 선택을 할 수 있도록 말이죠.



Improved battle intelligence –



적이 입은 피해량이 표시되는 기능을 추가하고, 적의 체력을 표시하는 체력바를 개선하였습니다.

이전에는 피해량이 표시되지 않아, 배치된 방어 병력이 공격은 하고 죽는 건지 알 수가 없었습니다.

작년부터 이러한 기능들의 추가를 고려하였으나, 다수의 유닛들이 등장해 전투하는 게임 특성상

표시되는 정보들이 겹쳐서 표시될 것 같아 선뜻 추가하기가 곤란하였습니다.


그러나 이번에 전투 관련 카드들을 추가하면서 피해량 표시의 필요성이 다시 대두되었고,

한 유닛이 받은 피해는 누적되어 표시되는 방향으로 구현해 보았습니다.


< As you can see above, the damage taken is displayed >


체력바도 기존의 단조로운 체력바에서 가진 체력에 따라 격자가 표시되도록 개선하였습니다.

보스의 경우 화면을 가득 채울 정도의 긴 체력바를 가지고 있어,

플레이어들이 보스의 체력을 가늠하고, 공포를 느낄 수 있게 유도하였죠.


< Modified Health Point Bar >


현재 체력바는 정예 유닛과 보스 유닛에만 표시되는 쪽으로 표시를 최소화하였는데,

맞았을 때만 잠깐 표시되는 방향으로 다른 유닛에도 적용 범위를 늘려가 볼 계획입니다.



여기까지가 그간 개발한 내용이었습니다.

계속해서 게임성을 다듬는 작업을 계속 진행하면서,

테스트를 위해 플레이어가 진행했던 내용들을 데이터로 기록하는 시스템을 추가할 계획입니다.


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