Another month, another update on Telepath Tactics! Much of this past month was spent wrangling: wrangling artists, wrangling with weird security-based behaviors in Windows, wrangling interface issues, and wrangling livestock. (Okay, just the first three.)
First, on the art front: the fantastically talented
Lorne Whiting has finally everyother tactical RPG, and therefore it had to be useful. Right?
As it turns out: no. Unlike most other tactical RPGs (and I include previous Telepath games in that statement), Telepath Tactics lets you swap back and forth between characters as much as you want, revisiting characters you’ve moved previously and moving them again/attacking/rotating/etc. There’s rarely any reason to ever hit “Done,” and thereby permanently foreclose your ability to return to a character later in the turn. It could theoretically be useful for keeping track of the characters you could no longer do anything useful with, but from what I’ve seen of people actually playing the game, mostly all the “Done” button did was massively screw players who clicked on it by accident. So it’s gone–simple as that.
Removing the Done button also forces players to learn the End Turn function in the right-click menu (or else, the “E” key) for ending the turn. More than once, I’ve seen players waste their time manually setting each individual character in their army to “Done” in order to end the turn. I blame my own tutorial for this, as well as the fact that the Done button was always easily visible while the right-click menu had to be consciously accessed. I don’t want anyone to go through the game not knowing that the End Turn function exists: removing Done forces the player to find it.
Relatedly, I made a change not to the UI itself, but rather to the process of teaching the player how to use it. In certain in-game tutorials, I had been throwing players up against advanced concepts without adequately covering the basics. Watching players struggle with simple issues like map panning convinced me that I needed to rewrite these tutorials with a focus on teaching basic systems. So I did.
While I was at it, I also took the time to update the game manual with a section that spells out the game’s controls clearly and in great detail. I also made some useability improvements to the game’s map editor, added an accuracy modifier as an attribute of the game’s attacks, made it possible to create multiple objects / summon multiple characters at once. Oh, and–what else?–I fixed some bugs.
About the attack accuracy modifier: this is a modifier that directly affects a character’s chance to hit using a particular attack. As with character accuracy, this is something I decided to support mostly for the benefit of modders, who might want to provide trade-offs with normal attacks and less accurate “heavy” attacks. I doubt that I will be using this much in either multiplayer or the main campaign, as I personally find accuracy a less satisfying way of imposing costs for a more powerful attack than imposing an actual resource cost like Energy, but the possibility is there.
Finally: by popular request, I am now in the process of coding team multiplayer into the game (2-v-2 and 3-v-3). That should be in and working soon. More to come!
Very nice update, those bug fixes can’t be fun to work through. The only thing I have a question about is concerning the spirit’s walk animation, where the frames facing forward appear to be shifting up and down ever so slightly, while every other direction remains level. Is this intentional or just not “finished” and the other directions will shift as well?
As always, looking forward to more of the good work I always see from you.
EmpireForge
Especially interested in team multiplayer. That was always my thing
CraigStern
Then you’ll be happy to know that I just finished getting it working!
CraigStern
The animations are always subject to revision–however, they’re complete in the sense that I can now work on making them animate in-game across all character classes.