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HOF’s Studios Newsletter · Jul 5, 2024

More Progress on the New Tactics Game

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HOF Studios · HOF’s Studios Newsletter

A ton of progress has been made in “the new game” since the last update I sent out and I think we are actually getting close to an official announcement and some kind of beta test. The overworld is very playable right now and I’m now working on getting the tactical part of the game installed.

Here are some screenshots from the current game and some notes. Please realize that art and game design are not final at this time, and I am open to hear ideas and criticisms.

  • Choose a Commander

  • Choose a Quest

  • Explore the Map and solve the Quest Objectives

  • Finish all Objectives without losing the Commander to unlock more commanders and Quests

  • Each Quest area is made up of Maps

  • Each Map is a particular Biome and is made up of Terrains

  • Quests using the same Map will not need to have their Fog re-cleared

  • Commander explores the Overworld in a Vehicle

  • Each Vehicle can only travel on certain Terrains

  • Each type has different weapon type, fuel capacity and health

  • Vehicle upgrades can be purchased at repair shops

  • Unlock access to new Terrains and armor, weapons and other items

  • Points of Interest of a certain Type will appear on the Overworld

  • Each unique Type has different Choices that can be made

  • Some choices require a 20 Sided Dice roll (D20)

  • Choices can result in deploying your team in the Point of Interest

  • Encounter Choices might require a particular Resource be used

  • Using a Resource during an Encounter might make it easier

  • Resources can also be gained and lost in Encounter Outcomes

  • Resources can be purchased in stores

  • Medkit resources can be used to revive and heal characters

I am setting a goal to provide quarterly updates on the game moving forward. It seems like things are getting set enough from the art and game design standpoint that I feel good about completing it. I really prefer not to announce games I don’t have 100% intention to complete.

The current tasks I am working on are mostly related to the Tactical Battle systems. I spent a few months this year getting that part of the game fully implemented in 3D with a pixel art shader effect. This is a pretty big change from Depth of Extinction, which used a 2D sprite system. I’ve gotten pretty good with making character models in Blender in the last few years as I worked on this conversion and I feel good about using 3D moving forward.

Some specific stuff you can expect to see in the new Tactical Battle systems

  • Similar Cover system to Depth of Extinction, which was roughly based on the rules in X-COM Enemy Unknown

  • Pre-Battle squad placement mechanic

  • Generous “to hit” chance smoothing and guaranteed hits in some situations

  • Smaller maps with quicker battles, including some smash and grab and infiltration missions

  • Many new Combat and Exploration scenarios that tie in to the Encounter system

I’ve got strong opinions on what i want in “the new game” but I also want to hear what parts of other tactical games you liked and especially didn’t like. Some stuff I know, like missing 95% chance shots. But other stuff is more subtle and i love hearing about that.

Until next time!

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