Short: Open source 2d strategy game project. Author: Joar Berntsen Uploader: joar berntsen netcom no Type: game/board Version: 0.9 Replaces: - Requires: included data Architecture: m68k-amigaos Distribution: wherever you like. introduction and legal - play only freaks, skip this. ********************** This is my attempt to make a playable strategy game. I have always wanted to create my own. But I release it as open source to amiga blitz basic or amiblitz users who want to help me or develop an own twist of it. I have some rules though, not any restrictive ones. If you modify, add or remove a char, the source is yours. and you can do whatever you like with the compiled exe. you can even sell it. I give you this permission so that you dont loose interest, since I WANT you to develop if you wish. the only catch is that I want to remain in the credits and get any finished product for free. I also give myself permission to continue on it in any way I like. This is the credits so far: Code: Joar Berntsen Gfx: Joar Berntsen Design: Joar Berntsen Great betatesters: Robin Schmidt Ideas and support: Robin Schmidt James Conwell You can just add to this credits and upload to aminet or release commercially as you please. I may continue developing it myself too. about the actual game - play only freaks, pls read. ********************* ...............................game intuiton it opens a lores 256 color screen. it multitasks. does not process when screen is not active. ...............................terrain,units there are 2 types of terrain: land sea there are 3 types of units: army boat artillery there are 1 type of structure: cities ................................world a new randomly generated map will be created each time you start the game. ................................movement armies travel on land. artillery travel on land. boats travel on sea. no unit can move into an other friendly unit, except to board transports. all units can move into a friendly city. ................................resources cities start producing units randomly relative to a "city morale". If the morale is high, they start producing rarer units. each unit has different completion times. from 3 to 10 rounds. the city morale will be halved every time it is invaded. the city morale slowly grows each round. cities won't ready any unit wich is complete if there is a unit already in the city. They will however continue production if its not complete. ................................turn based Units are commanded in order, -first this -then that -start over. you can not select wich one to move in the order you want, thats because I never liked the way one could cheat with a units time in games like civilization. its currently never "your turn", just your units turn. the amount of rounds is displayed at the top left. ................................unit specs M=movement A=attack D=defense RA=power of ranged attack R=range of ranged attack RAD=ranged attack defense M A D RA R RAD armies: 2 10 10 4 boats: 4 - 3 6 artillery: 1 2 1 2 6 3 ................................battle all battle outcomes are randomly processed from each units attack and defense values. a battle doesn't neccesary lead to victory or defeat. a unit can battle a unit in a different color. regardless of terrain. boats can not attack any other unit. boats can defend themselves. an army can invade a city. an artillery can not invade a city. a boat can not invade a city. a unit placed in a city will receive a 2X defense. but the city wont ready any produced unit. ................................ranged attack Artilleries will try to destroy a nearby enemy unit if it isn't ordered to move, in wich case it won't be able to aim at anything. Artilleries has a better chance of hitting enemy when they are nearer to the enemy unit. The hit will be better the more unhurt the enemy unit is. ................................transport a unit can be loaded onboard a boat of same color. a boat can unload its loaded unit onto clear land. a boats cargo will never attack a unit, nor defend. ................................player,user the player controls the green color. keypad 1-9 to move/attack with units. the [ key on the keypad to sentry unit. the unit can be activated again by a mousebutton press/hold over it. press/hold s key to save a screenshot in ram. press/hold mousebutton in top left corner to quit. ................................ - play freaks, stop reading and run the game. I inform in this way so that developers can easily document inn features. The best thing would be if everyone sent code to one main source, but I dont think that is neccesary for such an early stage simple game. I have tried to comment the source in a good way and It would be cool to see if anyone could make ie: the AI better than me, but thats an easy challenge. :) the source is blitz/amiblitz. About the AI (artificial intelligence) ************ as of current: armies move towards the nearest hostile city. armies will request sea transport from boats if they reach a shore. boats will try to unload its cargo nearby hostile cities. artilleries try not to move at all, and will therefore stay close to its creating city. all AI units have the option of moving randomly sometimes. This helps prevent lockups when the other AI code failes, and adds some (silly) diversion to the way they move. the AI code is easy to win against.