Pushing and Pulling of Players and Obstacles. For combat and puzzle solving. Both have different stat requirements for pushing. Being pushed or pulled can also make you vulnerable to follow up attack.
Jumping: Escape or pursue by 2 spaces. Only over deep water (dark blue), a void (white) or a hazard (purple).
Flanking: Gain positional advantage at great stamina cost.
Here’s a look at some different terrain and their effects:
- Beige tiles are sandy with a property of stickiness which slows down movement temporarily. Much like swamp or mud etc.
- Purple tiles are bramble bushes and a hazard tile which has a chance to damage player that step on it.
- Light blue tiles are ice which have a property of slipperiness which speeds up movement temporarily. Much like a wet floor.
- Red tiles are lava and also a hazard and carry a chance to damage whoever treads on it.
- Dark blue tiles are deep water and cause the player to fall. In this case to their death.
In Duel Tactics spatial awareness is key. Here’s a clip of falling
- Off the board’s edge
- Into a “void” space
- Into deep terrain (in this case a river marked by dark blue)
Some footage of basic turning and movement.
- Player can turn to any direction from any direction
- Player moves forward when they press a key in the direction they’re facing
- Player can strafe, or move left, right or backwards while maintaining their direction of facing
- Player can fall off the edge, into void or deep water spaces
*player blinking is just a placeholder sprite sheet being stepped through*
This project Duel Tactics, was inspired by a vanilla JS game I made for a coding bootcamp’s 1st project (yep, I’m one of those).
It was called thunder grid.
2 players moved cell by cell final fantasy tactics style: turn/change direction before moving forward & attacking the cell right in front of you.
You could defend attacks and strafe.
There was also a bow that could attack x cells in front of you and a magic stave that could be defended against but targeted where ever you were.
You could have multiple weapons and cycle then and there was wired 360 controller support.
Here’s the basic layout: 2 players a few obstacles, barriers (in brown), and different terrain, 2 very basic human player huds, and information about the clicked or moused over cell.....ingore the random green sword plz. lol
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