TBS: Temple-Based Sacrifice
- setting
- TBS combat
- fog of war
- basic unit types
- basic building types
- unit-vs-unit combat
- unit movement
- terrain difficulty
- land ownership
- cycles
- sacrifices
- gods
The game is set on a Earth in the distant future (21XX). Various powerful factions have turned back to their roots and worship gods of Ancient Greek times. Due to the surge in believers, the gods have awoken to the new times and provide their worshippers with benefits – in return for ritualistic sacrifices.
The combat is turn-based, on a hex grid. Players take turns one after the other. During a player's turn, they may take an action with each unit and building they owned at the start of that turn (i.e. not the ones that were produced or captured during the turn).
A unit action in general consists of:
- movement
- attack / defense / capture / support
The map is covered with a fog of war which reveals the terrain and building types, but not units, building ownership, or land ownership. Fog of war is cleared where a player's unit can see (VIS
range), where they own a building, where they own land (land ownership).
CYC
Cycles to produceHP
Max health pointsMP
Max movement pointsATK
AttackRNG
Attack rangeDEF
DefenseVIS
VisionSTL
Stealth
Special attributes:
- Charge -
ATK
increased by hex distance from tile before movement - Terrain affinity -
TDF = 1
for the given terrain - Repair - Can restore 2
HP
on a friendly unit - Amphibian - Ground + Swimming
- Camouflage -
STL
set to remainingMP
at the end of turn - Kamikaze - Dies when attacking
- Siege - Cannot attack if any
MP
was spent during the turn, cannot counter-strike - Medusa gaze - Any attacked unit immediately turns neutral (no counter-strike)
- Weak start - Produced with 1
HP
- Attack health -
ATK = ATK + HP
- Max count X - Cannot produce another unit if the player already owns X or more (can still capture)
- Capturing - Unit can capture buildings and units
Tier | Type | CYC |
HP |
MP |
ATK |
RNG |
DEF |
VIS |
STL |
Special |
---|---|---|---|---|---|---|---|---|---|---|
Ground | ||||||||||
0 | Wolf | 4 | 2 | 3 | 3 | 1 | 0 | 3 | 0 | Capturing |
1 | Spider | 4 | 2 | 4 | 1 | 1 | 0 | 3 | 1 | Capturing, Desert affinity |
1 | Monkey | 4 | 1 | 2 | 0 | 0 | 2 | 1 | 0 | Capturing, Repair, Mountain affinity, Hill affinity, Max count 2 |
2 | Bombardier ant | 6 | 3 | 2 | 2 | 4 | 0 | 1 | 0 | Siege |
2 | Chamois | 6 | 4 | 4 | 1 | 1 | 0 | 2 | 0 | Charge, Mountain affinity, Hill affinity |
3 | Bull | 10 | 6 | 3 | 2 | 1 | 1 | 2 | 0 | Charge |
4 | Hog | 9 | 10 | 3 | 0 | 1 | 0 | 2 | 0 | Weak start, Attack health, Max count 1 |
Flying | ||||||||||
0 | Bat | 5 | 2 | 8 | 0 | 0 | 0 | 4 | 0 | Max count 1 |
2 | Bumblebee | 4 | 1 | 5 | 6 | 1 | 0 | 1 | 0 | Kamikaze, Siege |
2 | Mosquito | 5 | 2 | 3 | 3 | 1 | 0 | 3 | 1 | - |
4 | Eagle | 10 | 5 | 3 | 3 | 1 | 1 | 4 | 0 | - |
Swimming | ||||||||||
1 | Octopus | 6 | 4 | 3 | 4 | 1 | 0 | 3 | 1 | - |
2 | Squid | 10 | 2 | 3 | 4 | 4 | 2 | 1 | 0 | Siege, Max count 2 |
3 | Swordfish | 9 | 4 | 6 | 0 | 1 | 1 | 2 | 1 | Charge, Max count 1 |
Amphibian | ||||||||||
1 | Frog | 2 | 1 | 1 | 0 | 0 | 3 | 1 | 0 | - |
2 | Snake | 5 | 3 | 3 | 2 | 1 | 0 | 3 | 0 | Capturing, Camouflage |
4 | Medusa | 15 | 4 | 3 | 1 | 2 | 2 | 3 | 0 | Medusa gaze, Max count 1 |
Type | Special |
---|---|
Temple-tron | Captured = owner defeated, Effects of Shrine, Effects of Factoreon |
Factoreon | Produces ground units |
Dock | Produces swimming and amphibian units |
Eyrie | Produces flying units |
Forge | Increases available production tier by 1 when owned |
Fortress | Units on fortress tile get +1 ATK, +1 DEF, +1 VIS |
Shrine | Provides ownership of nearby land |
Unit-vs-unit combat depends on the stats:
ATK
AttackRNG
Attack rangeDEF
DefenseVIS
VisionSTL
Stealth
Additional functions:
dst(a,b)
Shortest distance in hex tiles betweena
andb
max(a,b)
Larger number ofa
andb
The attacking unit (AU
) can attack the defending unit (DU
) during the AU
owner's turn if the following conditions are met:
AU.RNG + AU.VIS >= dst(AU, DU) - DU.STL (visibility)
AU.RNG >= dst(AU, DU) (range)
AU.ATK > 0 (can attack)
The attack consists of two phases:
- Strike
- Counter-strike
During this phase, AU
deals some damage to DU
. The amount of damage is subtracted from the HP of DU
, and is:
DMG = max(0, AU.ATK - DU.DEF)
At least one point of damage is always dealt.
During this phase, DU
deals some damage back to to AU
. This phase only happens if:
AU.RNG + AU.VIS >= dst(AU, DU) - DU.STL (visibility)
DU.RNG >= dst(AU, DU) (range)
DU.ATK > 0 (can attack)
DU.HP > 0 (did not die)
!DU.defended (did not defend this turn)
This phase will not take place if DU
was destroyed during the previous phase (fourth condition) or if DU
already defended against an attack (last condition). The amount of damage is subtracted from the HP of AU
, and is:
DMG = max(0, DU.ATK - AU.DEF)
Unlike the fisrt phase, it is possible that the defending damage is zero. DU.defended
is reset at the beginning of DU
's owner's turn.
A unit (U
) can move at the beginning of its action. The distance it can move depends on:
MP
Movement pointsSLW
Slowdown modifier- Occupancy of tiles
TDF
Terrain difficulty
At the beginning of U
's action, the MP
of U
is set to:
U.MP = U.MAX_MP - U.SLW
From the starting position of U
, A* is used to determine the reachable tiles. The neighbours of a tile are the six tiles that touch it on a side. The cost of moving from tile AT
to tile BT
is:
if occupied by enemy:
COST = inf
else:
COST = max(AT.TDF, BT.TDF)
U
can then move to any tile where:
TOTAL_COST <= U.MP
not occupied
Note that U
can move through tiles occupied by friendly units, but never ones that are occupied by enemy units. U
can never end on a previously occupied tile. After movement, TOTAL_COST
is subtracted from U.MP
and U
continues to the next phase of its action.
TDF_G
=TDF
for non-flying, non-swimming unitsVIS_G
=VIS
modifier for non-flying, non-swimming unitsTDF_F
=TDF
for flying unitsTDF_S
=TDF
for swimming units
Terrain | TDF_G |
VIS_G |
TDF_F |
TDF_S |
---|---|---|---|---|
Plain | 1 | 0 | 1 | inf |
Desert | 2 | 0 | 1 | inf |
Hill | 2 | 1 | 1 | inf |
Mountain | 3 | 2 | 2 | inf |
Water | inf | - | 1 | 1 |
Void | inf | - | 1 | inf |
Players can own land based on Shrines they have captured. The range of ownership around a Shrine is the tile of the Shrine itself and any neighboring tiles. Void tiles cannot be owned.
Any owned tiles:
- fog of war is cleared on them
- provide one cycle at the beginning of their owner's turn
Cycles are the currency of the game. They are used to build units or purchase upgrades.
At the beginning of the game, each player has 10 cycles. At the beginning of a player's turn, they receive as 1 cycle for each tile they own.
Units can be produced in factories. Starting the production takes CYC
cycles.
As the action of their Temple-tron, a player can perform a ritualistic sacrifice. The effects of the sacrifice depend on their faction's god. They may sacrifice:
- a unit - if it can perform an action this turn, but has not yet (i.e. not units that have just been produced, nor units that have moved / attacked / ...)
- a turn - if they have performed no other actions during that turn
- money - 100 cycles
Active abilities have a 30 point charge-up.
- Sacrificing unit - gain
max(floor(CYC / 2), cyclesDestroyed)
points
Faction | God | Characteristic / effect |
---|---|---|
Juggernauts | Ares | Destruction |
- passive | +1 ATK on siege and charge units. |
|
- active | Siege units no longer have the siege modifier. Charge adds twice as much damage. | |
Harlequins | Dionysus | Trickery, Confusion?, Charm? |
- passive | All flying units can capture. | |
- active | All units can capture. Flying units have +1 DEF . |
|
Zephyrs | Hermes | Teleportation / transport |
- passive | All units have desert and hill affinity. | |
- active | TODO: Every unit gains +1 max MP . Ground units have +1 DEF when not in Plains. |
|
Reapers | Hades | Death? Stasis? |
- passive | Monkeys, Bats, Frogs have 4 DEF . |
|
- active | TODO: Thorn defense (any damage cancelled by DEF is dealt back to the attacker). Wolves and Spiders have +1 DEF . |
-
main menu - choose factions, map selection
-
player hand over
-
faction fixes
-
fix camera turning
-
multiplayer hahaaa
-
larger tiles (outline against same colour???)
-
fullscreen
-
moved / acted indicator
-
model
- AI?
-
audio . create sfx