Krzysztof Jankowski Posted March 30, 2013 Share Posted March 30, 2013 It's still work in progress but now its fully playable. Its classic turn-based strategy game. There's no AI at the moment so You'll need another real player. http://piradice.krzysztofjankowski.com/ PiratesPirate - normal unitPirate with gun - shoot on range, reload every shoot by 1 turnPirate with axe aka Lumberjack - can cut tress and destroy cementaryShip - here you buy new units; gives +10 gold/turSkeletonsSkeleton - normal unitDust - larger movement, when attack both units dieOctopus - kills pirates shipsCementary - here you buy new units; gives +10 gold/turn Quote Link to comment Share on other sites More sharing options...
Chris Posted March 30, 2013 Share Posted March 30, 2013 The game design is very nice But after a first game, I have the feeling that the skeletons are slightly stronger than the pirates. Its also not logical to me that you can spawn graveyards at random positions on the island for no reason. If you put a few clearer rules in place and add a few more units and buildings, this can turn into a veeeery cool game. Well, I really like turnbased games and used to play the game Advance Wars for ages. Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted March 30, 2013 Author Share Posted March 30, 2013 Balancing game is hard. I change something daily. I on the other hand think that pirates are overpowered by ability to buy as many ships as they can. But skeletons can build very cheap octopuses and deal with it. It often turns in to large sea battles. The cementary is placed near chest. So it's not so randomly. Once you ocupied every chest you can't build more. But they are harder to destroy (only lumberjack that is slow and high-priced) and they are close to the main action spots: chests! I tried to have counter units for both sites - it still needs tweaking (or adding new units). I'll definetly add more content. But for now I will add AI and saving game progress (to continue after closing site). And I need to write some instruction/tutorial for new players describing all the strategies in game. Nice that You like the game so far Quote Link to comment Share on other sites More sharing options...
Chris Posted March 30, 2013 Share Posted March 30, 2013 I think a great addition would also be mutliplayer over the wire. Even before you add in an AI.Gather the currently online players and let them play against eachother! Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted March 30, 2013 Author Share Posted March 30, 2013 I'm thinking about it from the beginning. It would be the killer feature. For now I tweaking the GUI coding it fully in canvas instead of DOM/HTML as its now (buttons). This will fluid the experience on touch devices and simplified gameplay. Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted March 31, 2013 Author Share Posted March 31, 2013 UPDATE: new GUI system. It was easier than I thought. Now its more user friendly and uses touches instead of clicks. Chris 1 Quote Link to comment Share on other sites More sharing options...
Chris Posted March 31, 2013 Share Posted March 31, 2013 This looks really nice Now, multiplayer! If you need help, you can always contact me. Quote Link to comment Share on other sites More sharing options...
talaesun Posted April 2, 2013 Share Posted April 2, 2013 This game's graphics looks very nice! Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted April 3, 2013 Author Share Posted April 3, 2013 Small update: bug fixespirates lose when lost all shipsskeletons lose when lost all cemeteriesunits prices modified for better gameplaysimplified (and nicer) ready screen Multiplayer is a must But first I must get rid of bugs and finalize the gameplay. When hot-seat mode will be perfect I'll start to code the multiplayer version. Quote Link to comment Share on other sites More sharing options...
Quetzacotl Posted April 5, 2013 Share Posted April 5, 2013 Game has potential as all turn based games has, since they are still a niche. But in my opinion it will be very difficult for you to convert hot seat into online multiplayer. Multiplayes games has entirely different design. Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted April 8, 2013 Author Share Posted April 8, 2013 Im thiking all the time about this. You're right but I will crack it One way is to make it like OGame: every x min players get new movement points and some gold. If they move as fast as the new turn begins (for them) they get advantage. Unit that awaits orders dont get new movements points. For now I'm balancing the gameplay and fixing last bugs. It's close to stable version (hot seat). Next step will be packing the game as App for iPad and putting it to AppStore. Then AI or some sort of multiplayer. Eventualy both.If I were live in US I defenetly woud start a small Kickstarter campain for this. Quote Link to comment Share on other sites More sharing options...
Chris Posted April 8, 2013 Share Posted April 8, 2013 OGames approach is fine for a MMOG, where every player acts on the same big playground. When you do multiplayer, you have to implement your hot-seat session on your server and let the game be accessed from two separate browsers. Its important to let the actual game be running on your server to prevent cheating. If this is done, you "only" have to notify the players that its their turn. You can do this instantly with a service like pusher.com or - when you notice the other player closed his browser - either with a private twitter message, or by mail. If you need more information, or some help with implementing anything then you can always shoot me a message here or in Skype. Quote Link to comment Share on other sites More sharing options...
benny! Posted April 9, 2013 Share Posted April 9, 2013 Your project looks very promiing. Keep it up! Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted April 9, 2013 Author Share Posted April 9, 2013 Thank You Chris for your support. I will definitly contact You in the future.Its my first game that I'm really proud of I have two games in AppStore (CoronaSDK) and few prototypes in ImpactJS but none of them seems to have that replayability. The hardest thing in Piradice is to keep it stupid simple and yet strategy complex.Balancing units seems to be going ok and playing skirmishes with my girlfriend on iPad gives us a lot of fun Thanks all of You for the good words and motivating me! Quote Link to comment Share on other sites More sharing options...
Rezoner Posted April 9, 2013 Share Posted April 9, 2013 Poke me if you want some pirate-reggae monkey island styled tiny tune for that.Short example http://rezoner.net/tempies/krejziloopy/manki_ajland.mp3 Krzysztof Jankowski and wizardstudioz 2 Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted April 9, 2013 Author Share Posted April 9, 2013 This is greate tune. I'll need music and some sounds so we'll be in touch! Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted April 9, 2013 Author Share Posted April 9, 2013 Version 4• Lots, lots of balancing units and prices• Lumberjack becomes normal pirate after attacking the cementary• Octopus moves on ship position after attack• Reloading unit can not shoot (when attacked)• Units can not move on the cementaryFirst update fully coded and tested on iPad only Yes. I use iPad for real life programming. If someone is interested I'm using Textastick on iPad mini. It's very good app, worth any money. So the IDE is easy and pleasant to use. The biggest problem with developing on iOS is the fact that it DON'T HAVE javascipt debugging nor js console. On the other hand I was programming slower, wizer and each time I was checking 3 times if its good before upload. So less bugs and smarter code. But it is hardcore programming for changing prices in game it was good but for writing new procedures it would be imposible. Quote Link to comment Share on other sites More sharing options...
iLKke Posted April 17, 2013 Share Posted April 17, 2013 I just had to comment on this as my avatar is pirate-themed Looking lovely! Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted April 28, 2013 Author Share Posted April 28, 2013 Small update to Piradicemap scrollingindicators for off-screen unitsmini map!new hud elementsrewritten rendering method (pre-render whole map for smooth scrolling)bug fixes Play new version at : http://piradice.krzysztofjankowski.com Roadmap for future updates:save/load gamesminor changes in units and gameplay ( see tree hierarchy )new structures (house, dead tree)new units (cannon)multiplayersounds Concept of a units tree hierarchy: Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted May 6, 2013 Author Share Posted May 6, 2013 I just want to say that big update was uploaded to server! Change log:much faster map size changingmap scrollingPirate with gun renamed Gunnerupdates GUI system (code and graphics)proper game menuability to restart gamefight system rewrittenmoving system rewrittennew war report after fightnew units:cannoncan destroy structuresslow but long shoot distancedaemoncan cut trees (palms)attack on range (like gunner)loading game indicatorcenter map on startcenter map on the new unitgame over screenChanges to the gameplay:lumberjack can no longer destroy structuressome changes in units prices and movementunits blocks other units in they wayunits movement enlargedunits can merge (squad) with units only 2 blocks away Play as usually at: http://piradice.krzysztofjankowski.com Also big thanks to Rezoner, he will be responsible for music/audio effects! Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted May 14, 2013 Author Share Posted May 14, 2013 I just want to inform You that there's new update on the server! Audio engine (with few test sounds), new units, GUI changes, units bonuses, hash urls..More info and change log at http://piradice.krzysztofjankowski.com/blog/update-7 Quote Link to comment Share on other sites More sharing options...
Quetzacotl Posted May 15, 2013 Share Posted May 15, 2013 Please change font on your blog, because my eyes are bleeding.BTW How is it going with online multiplayer? Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted May 16, 2013 Author Share Posted May 16, 2013 I'm sorry for Your eyes but I like the font. And it's the same font I use in game so it'll be hard to chose another one that fits in style.About the multiplayer. First we must finish the main part of the game - gameplay mechanics. Then I will develop multiplayer. I have teoretical drawings of the implementation drown in my notes. And it looks that it be tone of fun it will be multiplatform. In a meantime I'm tweaking the sprites and polish every little detail in game. http://i.imgur.com/GDi7s6S.jpg Rezoner 1 Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted May 18, 2013 Author Share Posted May 18, 2013 I updated some spites and created much nicer terrain renderer Update: I just want to say that our game has been nominated to the grand prize at the Pixel Heaven 2013 contest! Chris 1 Quote Link to comment Share on other sites More sharing options...
Krzysztof Jankowski Posted May 31, 2013 Author Share Posted May 31, 2013 Really big update! More on blog: http://piradice.krzysztofjankowski.com/blog/update-8 Play web here: http://piradice.krzysztofjankowski.com/play Download (Windows, Linux, OSX): http://piradice.krzysztofjankowski.com/download Quote Link to comment Share on other sites More sharing options...
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