City of Yo'Del

Let the community know what your working on and get some feedback.
Posts: 45
Joined: Wed Jun 07, 2017 2:14 am

Re: City of Yo'Del

Post by rpggamer17 » Fri Aug 24, 2018 9:54 am

Yo'dell is currently on hold. My plans got way out of hand.
I had too many ideas and wants. I've got an entire binder of them.
Plus the the lack of resources (sprites, tiles, audio). I suck at all of them.

I've switched to an older game I was making (Kingdoms in Chaos) with the previous software.
Kingdoms in Chaos is also (kind of) halted due to the lack of resources (sprites, tiles, audio). I'm not too attached to this game so I don't mind having boxes as sprites and no sound.
There isn't a story to kingdoms. It's just a tactical battle system and fights. More of a 'can I even make this?' kind of game.
The answer is most-likely yes. I've got spawning of enemies, movement, an overlay system and pathfinding done. The rest attacking, skill, and item use is easy enough to make (once I have targeting done at least).

The hard part is designing the user interface and AI (although I've got an idea of how to do the latter).

Posts: 1
Joined: Sat May 11, 2019 4:06 pm

Re: City of Yo'Del

Post by annemanike » Sat May 11, 2019 4:22 pm

while I haven't tested the default battle engine, is there a front view option? if not, maybe two options to add to battle engines would be Front/Side view, and (if front view) Sprite or Profile image. Sprites would stand atop the standard battle info window. Profile would just have a square image representing a character in the battle window. Additionally, in Side view, maybe have a option of stationary or mobile enemies, with mobile enemies making slight movements forward when they have a turn.

Posts: 2
Joined: Sun Aug 18, 2019 2:24 pm

City of YoDel

Post by TammySlusa » Tue Oct 15, 2019 5:32 pm

I understand that your intention is to have more players get a chance to run in City Hall, but I am not sure how you want this concept to be realized.
How would this system you envision actually work?

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