I put together a quick clip of the battle gameplay. The recording is not the best quality, but it should at least demonstrate several features of the game.
I made a couple design changes prior to the recording:
- Each hero (left) will do a basic attack if their assigned gem color is matched on the board. Previously they would simply roll a percent chance to attack, following the enemy's turn. This change speeds up the battles and feels more action oriented.
- All creatures have green (poison) armor of 500 points for sake of demonstration. This armor is impervious, so will not affect the creature's life points until the armor is destroyed by incoming attacks of its color. Simple and easy to understand. Previously I only had physical and magical armor amounts, which would reduce incoming damage by a percentage; some creatures could be immune to specific elements. It was unclear and very confusing.
I'll have to add a feature later to help color-blind players discern the gem colors and their assigned elements. Color deficiency affects 1 in 12 men, and one in 200 women (source).
- Orange: physical melee and range based attacks. Swords, bows, maces.
- Red: fire.
- Green: poison and heals.
- Blue: cold.
- Purple: arcane magic attacks, beneficial enchantments.
Now, I get to clear the main board and work on the main screen that contains all the features like character customization, inventory, stage selection, and upgrades.
So many possibilities. I will buy more art through the Unity asset store to help me with this task. I may want to have a map for stage selection and some large packs of metal or wooden interface objects like buttons and scroll screens.
In addition, I need to contemplate how to extend playability of the game. Zombie Guard is flawed in that the game is way too easy when going back to previous stages to collect all the outstanding loot. It basically dead-ends too, without advancement to harder difficulties once all the stages are beaten.