Grid Game

From Adam Colton
Revision as of 21:44, 31 January 2013 by Adamcolton (talk | contribs) (Created page with "Animation to look similar to vector tower defense. Play is between Space Game, Globulation and Shattered Colony. == Units == * Worker: Gathers resources, builds and upgrades bui...")
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Animation to look similar to vector tower defense. Play is between Space Game, Globulation and Shattered Colony.

Units

  • Worker: Gathers resources, builds and upgrades buildings
  • Ranged: Attacks from watchtowers
  • Defender: Goes into battle to try and attract attention of enemies. Does not attack. There is a universal retreat level at which defenders will run away.

Buildings

All buildings have a health rating, each level is a relative increase with level 4 doubling the original health.

  • Watchtowers: Provide sight in FOW and ranged units can attack from watchtower
    1. can see 3 blocks
    2. can see 5 blocks
    3. can see 7 blocks
  • Barracks: Trains/upgrades ranged and defense units
    1. Provides 60 units of training / minute and can train to level 2
    2. Provides 80 units of training / minute and can train to level 3
    3. Provides 100 units of training / minute and can train to level 4
  • Factory: Builds workers, ranged and defenders
    1. 20s / unit
    2. 18s / unit
    3. 16s / unit
  • Repair: Repairs all units
  • Depot: holds resources and triggers workers to gather nearby resources

Unit Levels

Speed

All units (at the same level) move at the same level. Level 4 is twice as fast as level 1

Health

Each level is the same relative level to base and level 4 is double the base health

Network

Communication is done as a network. So a building can only request units from it's neighbors. Every line of communication has an "upstream" and a "downstream". A message has a priority and orientation (up or down). If a building can meet the request, it does so, otherwise, it passes it in the correct direction. THIS CAN STILL PRODUCE LOOPS.

A depot either has resources to collect or does not.