- Joined
- Mar 10, 2021
- Messages
- 26
So this is my own take on the Footman Frenzy genre, with gameplay tweeks and changes that focus on micro play, a more strategic approach to the game overall, and a series of features to stimulate competition sprinkled in, with more on the way.
I uploaded this to the map section without fully understanding the way the site worked, and have decided to delete that one and add this here.
Here's the write-up I made for the map upload:
Militia Madness is a micro-focused, build-oriented take on the Footmen Frenzy formula that addresses a number of issues I have with most releases of the genre.
Version 0.1 Alpha
Roadmap - basic features on the way
Requests for this wonderful community
Hope you enjoy, please share any feedback you may have, and if you want to know about any choices or what have you let me know!
UPDATE LOG:
I uploaded this to the map section without fully understanding the way the site worked, and have decided to delete that one and add this here.
Here's the write-up I made for the map upload:
Militia Madness is a micro-focused, build-oriented take on the Footmen Frenzy formula that addresses a number of issues I have with most releases of the genre.
Version 0.1 Alpha
- The map includes five basic tech trees.
- Melee heroes with some small tweeks to make them work in the map (Force of Nature no longer uses trees, etc;,)
- The camera is drawn back from the outdated, close quarters camera of the base game.
- Gameplay features including small incentives to explore and control the center of the map
- A handful of custom heroes.
- A basic system of hero selection, upgrade paths, and victory/defeat.
- A small set of instructions on the basics of the map found in the quest menu.
- A number of terrain features to add complexity to combat.
- Vision system.
- Bounty system for unit and hero kills.
- A basic item system including a player shop and two neutral shops in the center with randomized items
- A basic AI for testing and experimentation that uses teir-0 units and attacks the center of the map sometimes
Roadmap - basic features on the way
- More tech trees.
- Expand on existing tech trees.
- Further incentives to actually go to the middle of the map.
- A whole bunch of heroes with no real plan except to explore ideas I find interesting, and include some form of every basic unit ability from the melee experience.
Requests for this wonderful community
- Any feedback is welcome and appreciated in the comments.
- If you are curious about how I did something, either ask or take a look!
- If you ever want to host a match, I would love to participate if I have the time.
- Suggestions are welcome and appreciated...all art is communal and the best art acknowledges that.
- Any and all bugs no matter how insignificant in the comments please! I like to do things well if I can and I'm just not going to catch everything on my own, especially with a group-based map that I test alone.
- Original content donut steal
Hope you enjoy, please share any feedback you may have, and if you want to know about any choices or what have you let me know!
UPDATE LOG:
- Improved the AI functionality to move in small groups
- Improved AI by giving them the beginnings of a unique tech path
- Added a couple of new heroes
- Moved the shops to small nooks (let me know if keeping the fog of war is a good idea....I'm feeling like adding vision to it)
- Fixed some bugs with the heroes, improved a hero
- Fixed some small bugs I found while testing
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