Zemeroth - a 2D turn-based strategy game

Zemeroth is a minimalistic 2D turn-based hexagonal tactical game.

:angry::crossed_swords::smiling_imp:

Zemeroth is based on GGEZ and good-web-game game engines.

The initial vision of the project is:

  • Random-based skirmish-level digital tabletop game;
  • Single player only;
  • 3-6 fighters under player’s control;
  • Short game session (under an hour) and small unscrollable maps;
  • Simple vector 2d graphics with just 3-5 sprites per unit;
  • Reaction attacks and action’s interruption;
  • Highly dynamic (lots of small unit moves as a side effect of other events);
  • Intentionally stupid and predictable AI;

Something in between of Banner Saga, Hoplite, Auro and Age of Decadence.


Links:


I will try to post medium-sized development updates to this thread: something in between of twitter and the devlog. It worked well for a similar thread in the Russian Rust forum that I’ve started after releasing v0.4.

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Zemeroth v0.5

A few days ago I’ve released Zemeroth v0.5.
Main features of this release are:

  • migration to ggez
  • web version
  • itch.io page
  • campaign mode
  • AI improvements
  • visual updates
  • tests

Read the details in the devlog post:
https://ozkriff.github.io/2019-05-13--devlog-zemeroth-v0-5

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nice work!

😮 so many visuals
  • blood splatter
  • smoke spread + fade
  • black fade when hit
  • bouncy walking
  • text fade + going up
  • attack slashes
  • shadows
  • status point indicators
  • grass :four_leaf_clover:

Turn-based games, especially the ones with static sprites, tend to look boring, so I try to use relatively simple effects to make Zemeroth look more interesting and alive. Some other similar visual effects are planned, like animated fire or swaying grass/bushes.

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First Vlog, visual updates, spreading the word

Here’s my first video devlog ever (/r/rust_gamedev discussion):

I hope to keep these videos short and release them every week or two.

Visual Improvements

I’ve been mostly working on small visual improvements.

First, a tile under the cursor is highlighted now. Highlighting is disabled though on touch devices (by ignoring an event if its delta movement is zero).

Next, agents now can be flipped horizontally to match their action’s direction. I’ve wanted to add this for a long time because sometimes units were attacking each other backwards and it was weird.

Added simple dodge animations when an attack misses

A helper message is now shown when an agent’s move is interrupted.

demo

Now agents have special sprite frames for some abilities. It’s a compromise between having real animations and only having static pieces.

Also, spearman will get special directional attack frames soon, because he can attack enemies two tiles away from him and it looks weird with completely static sprite sometimes.

Spreading the Word

There’re a couple of non-code updates.

I’ve added a “Roadmap” section to the readme to show in which direction the project moves.

I also added a new “Inspiration” section with a list of games that inspire me to work on Zemeroth.

The game now has a text logo. It’s a manually “low poly vectorized” text written with the Old London font. Not sure if it really fits the game, but it’ll do for now.

I got the ozkriff.games domain (but haven’t created a landing page there yet, so it redirects to the devlog for now).

fb.com/ozkriff.games and vk.com/ozkriff.games pages were created.

And I’ve revived my Patreon page:

That’s all news for today. :slight_smile:

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