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The end of the beginning.

"Enter Stranger!"

Do you miss the old games? Old school RPGs where winning was about tactics and thought rather than how often and how quickly you can click the mouse? Are most of your favorite games ones which you never finished? Are you sick of grinding? Do you remember when a Sword +1 was something to get excited about? Are you the sort of person who enjoys finding 100/100 secrets? Would you like to play a game which is generated specially for you every time you play? Do you agree that permadeath gives a game real consequences and makes you really feel for your characters?

Well, hopefully this project will interest you.

My inspirations are the old games that I used to play as a kid, I've tried newer games such as Diablo 3 and it seems more like streetfighter than an RPG.

Do you remember these:
Pool of Radiance.
Warriors of the Eternal Sun.
Eye of the Beholder.

These were all great games and I'll be trying to resurrect some of the charm and mystery which filled the early years of RPGs.

This is a project that I've been preparing for a long time, so far I've been making content and testing code but now it gets to the point where I have to commit to actually making something. So hopefully in the next few weeks or months you'll be able to step once more in to the dungeons of your youth as you explore my as yet un-named old school RPG.

A little about myself:
I'm an English teacher living in South Korea, I'm married and have a 2 year old son, which makes it rather difficult to devote much time to my projects, but whenever I can I try to sit down and write some code or make some content and keep on building my dream.

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Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

Rockets

I finished working on the code for adding foliage and having some extra time I decided to experiment with the code for rockets.

The original idea I had was that rockets would be large vehicle components that can be fired very quickly, regardless of how much manpower is used for reloading.






They would use up a lot of ammo, so they would run dry after a short but devastating barrage.
The problem here is that it's easy to take advantage of this by adding a lot of ammo, which is much smaller than in bulk than the rockets.

There's also the problem of firing large caliber rockets. In real life rockets of up to 30cm were used, but I think that will be too powerful for the scale of combat in this game.



lol. Somehow that one trooper survived the mother of all explosions...

A 30cm rocket could contain nearly 30KG of explosive. That would be a very large explosion.

I've tried to balance the game by using a simple equation to make bigger guns more powerful, but hopefully not too powerf…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.


Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…