Downtimes, module editor, water temple
Happy summer! There's smoke in Portland but it's not too bad. Bless firefighters. Work on Lancer Tactics continues apace.
Downtime & Module editor
This month has been mostly focused on the largest heretofore-untouched section of the game: downtimes and the module editor for designing the sequences between combats. We're not planning on doing anything particularly innovative or new in its design — if you've played Banner Saga, Fire Emblem (gameboy versions), or Rogue Squadron you'll recognize what's going on here.
Repair, level up, have visual-novel-style conversations with companions, do some light choose-your-own-adventuring, and pick & launch the next combat. All pretty standard downtime fare — games have pretty thoroughly explored these patterns as vehicles for narrative at this point.
The unique thing that Lancer Tactics is offering on this front is an editor to make your own entire campaigns. Classic games like Warcraft or Age of Empires had incredible scenario editors, but making anything more than a one-mission map was solely the domain of modders. Over the last few weeks, we've gotten a full basically-visual-novel-editor working ingame where you can orchestrate NPC story arcs, clocks ticking, branching paths, and triggered events for all the stuff that happens between combats.
All of the campaigns we ship with the game are going to be made with these same editors, which'll force us to really make sure that they're solid tools.
There's no new preview game build this month because adding this big section of the game means too many things are under construction. I'm happy with how fast we've been able to get this going, but making ingame editors is a lot of unglamorous UI piping and data refactoring work. Fingers crossed that it'll come together enough that we'll be able to get the first version of this editor in your hands in time for the next update
Other Changelogs
- Carpenter has started re-making the tutorial level from the demo in this new engine, which is pushing us to add a bunch of stuff to the combat editor. I added triggers for playing arbitrary effects on the map, moving the camera, storing arbitrary data to the battle/module states, enabling/disabling/triggering other triggers, AND/OR conditions, and putting execution limits on triggers.
- Triggers can highlight UI or actions (so it can be like "use the boost to get through!" and the boost button becomes all shiny)
- New "camera start" zone type
- Added a "hotspot" zone type that has a little floating title, and plastered the names of other zones on the map (visual style stolen from some Foundry VTT modules)
- Added water, whose level can be set via the editor or triggers.
- Added unmounted pilots who can mount up into Shut Down mechs. We continue to plan to not have pilot combat be a part of the core game, but it'll be useful for scenario or scripted sequences.
- Added activation pips and template icons to the mini healthbar on units.
- A bunch more portrait editor assets from Martina, including facial hair. Here's a check Carpenter did where he tried to recreate some official Lancer art ingame. ✨
Schedule update
Taking a look at our original date for the "bones" of the game ("finishing the battle engine, basic character creation, 2 mechs per manufacturer, and an a 'instant action' mode"), we estimated being able to get it done by the end of November. The emotional milestone for me on this front is getting the game to a complete enough state that I feel OK about swapping it in on the itch.io page.
I've been saying that the 3D cataclysm has pushed us back back about 3 months, and I think that's still holding true. Carpenter and I haven't officially made the call yet, but I think it's likely we'll need that time to port more mech content; here's a graph they made that shows about where we're sitting on the PC and NPC mechs for the "bones" target in terms of mechanics and action icon/sprite.
(This data is pulled from a big table they made that includes ALL talents/gear/traits where we've been marking things off as we've implemented them. Very handy for tracking where we are.)
That's all for now. Tata!
Olive
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Lancer Tactics
A mecha tactics game adapted from the Lancer TTRPG.
More posts
- Prebones build, UI stylekit, instant action8 days ago
- First mech & talent content push52 days ago
- Mech recoloring & dialogue layout crisis of faith92 days ago
- Music, grappling, new build!Jul 10, 2024
- First Kickstarter alpha is available!Jun 05, 2024
- Pre-alpha changelog + engine talent talkMay 08, 2024
- New mech art style! + terrain destruction, overwatch, rampsMar 28, 2024
- 3D map editor, more UI, and Mourning Cloak licenseFeb 16, 2024
- New year new dimension (aka 3D maps!!!)Dec 29, 2023
Comments
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Oh, this is a scenario scenario editor. Mad props for going so far with it
Yessssss love a good scenario editor
awesome, cant wait for this game
Biggest thing I see about the face editor test is the lack of emotional vibes. Maybe half a dozen feral grins would help? That sort of thing does have the potential to square the number of necessary art assets, though...
Yeah... I think we're gonna try to see if we can get way with adding little animations and bounces and emote symbols to give them more depth before committing to sinking a bunch more asset money into a thousand mouth and eyebrow variants.
A very far strech goal could also be injury/sweating for when the mech is starting to take Structure/Stress damage, akin to how old school DOOM did it. Or even when certain modules are activated, like a mad grin/terrified panic when SEKHMET is active