Day 24 – Added difficulty scaling for ranks. Very rough at this stage, but as you can see, the map is significantly tougher at rank 15. Need tons of playtesting for this stuff!
Day 23 – Added long awaited archer enemy type. Shoots an arrow in an unobstructed line in his row or column. Probably need arrow animation for this guy, and need to add him to the help page.
First public build of Militia is available online at GameJolt! I would love if you gave it a shot, and send any comments//bugs/suggestions to braingoodgames-at-gmail.com
Day 22 – added simple system for showing the “mirrored” cells that the wizard uses to swap. There’s probably a mathematical term for this relationship but WHATEVER.
Hard work pays off! Here’s a teaser for our upcoming strategy game Militia!!!
Day 21 – Added rank system like the one found in Auro. Gives bonus rank points for streak. Having a clear win/loss system and a difficulty scaling system like this is the backbone of providing the most efficient and consistent strategic depth for player (provided the game system itself can provide a deep yet fair challenge). Players spend the minimum amount of time in a game that is either too hard or too easy for them, and all their actions can be evaluated against the result of the particular match.
Next thing is to tweak the parameters for each difficulty level.
For the curious:
Day 20 – Enemy turns now play out in sequence rather than all at once so it’s easier to see what enemy killed one of your units.