Ranged attacks!
You can now attack at a range! This version only has player units having ranged weapons, and its only bows and some magic at the moment.
This will be refined and improved over time, as I’d love to have AI logic one day for the enemies to do logical, strategic ranged attacks.
Another cool thing with ranged attacks is that I’ve implemented a mechanic where ranged weapons will generally be stronger if fired at range vs adjacently.
As you’ve probably noticed too, the node highlights look a tiny bit different with red highlights. This is your ‘attack’ range, with blue being how far your unit can move. This helps indicate that you can still reach an enemy if they’re in a red node even if they’re not within your movement range.
And there is now a title screen, nothing huge though. This was just taken from my original tactikit demo. It would be nice to have something like this for events as it can showcase the game when idle.
Event Updates
Animangapop (Brighton) is coming up very soon, in November! So I’m going to focus these next few weeks on some polish and narrative implementation and put combat functionality aside for now. So, updates for the rest of this month will be focused on making the build super polished!
I’m welcome to feedback and suggestions, and would love any QA help I can get 😁
❓ Question
Do you have any cool design ideas for a ranged weapon? Let me know in the comments.
🎮 Download Demo v0.0.5a
Download v0.0.5a Bug Report Form Manual
You can now also report bugs on the Project Stormwatch Discord!
✏️ Changelog
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Added: [MAJOR] Ranged attacks.
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Added: A ranged bow player unit with a bow weapon and bow attack.
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Added: Separate ranged weapon ‘might’ value. If the bow attacks from ranged they will have a stronger attack power than if they were to attack from adjacent.
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Added: Bow sprites and weapon type.
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Added: AOE Highlighted attack range nodes. These are the red nodes on the outside which show how far your attack range can go. (but you can only move in the blue tiles)
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Updated: Battle camera has changed to make it clearer which side is attacking by looking over the shoulder of the attacker. This has changed to work with the new ranged attacks as well.
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Fixed: Got rid of objects which are obstructing the battle camera view by implementing a camera obstruction handler.
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Added: Title screen with trailer on idle delay.
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Updated: Unity version update.
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Updated: Deleted unneeded scenes.
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Fixed: Particle errors on battle units.
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Fixed: Small explore mode errors.