/DefendMarsai

A fireemblem like strategy game.

Primary LanguageC#GNU General Public License v3.0GPL-3.0

Defend Marsai

A fireemblem like strategy game.

Design

  • Units will have fatigue. Each battle or action (not movement) will increase their fatigue. Support classes can reduce this for other units.
  • Weapons will have durability and classes.
  • I don't know if I'll have a weapons triangle, or some weapons will just be better than others (or the same all around).
  • Units can have sub-classes with a max of 2 (can normally be a swordsman but can learn to draw a bow, giving 2 ways to attack).
  • I want to have something to do between battles. FE is fun, but it can be repetitive to do batte after battle. I'd like to add more strategy by making you choose which battles on the main map (where to defend) and be responsible for villages' wellbeing. You'll also need enough supplies for your army (food, boots, weapons).
  • in spirit battles it follows a defender, attacker, support class style where each unit can be whatever you choose however, each unit needs different levels of rest and has to switch at some point. (defender can only take so many attacks then theyre exhausted)
  • each character will be great at one class and weaker in the others. youll want to save their best abilities for certain times in battle
  • in the spirit world you play as God, where you command your units against the forces of darkness.
  • The player gets to choose which form of God they see (like skins) that the bible describes God as: The lion, eyes with flames, etc. I think also having a boy with gold eyes and white hair with any chooseable skin color would work as one of the forms as well.
  • Angels should not look like people, but the forms the bible describes.
  • Ideas to make the spirit battle different: use time in some way (you used this attack in the past, go back and undo it? or it effects future abilities). Make movement different, like warping instead of 1-2 direct movement. There's no death, but there's a cooldown period for units that are overwhelmed.
  • The music in the spirit world is epic: like 'Count 'Em by Brandon Lake'

Story

  • follows the Henry and Petunia medeival story line. The game starts as like a simple fire emblem game but when Petunia gets saved the game shows the spirit battles alomg with the physical gameplay. Petunia is awakened in the spirit world by her body coming to life out of the grave.

Enemy Design

Easy

Start with 'Easy' AI where it chooses a unit randomly within range.

Medium

AI picks the weakest unit to attack, priorizing finishing a unit off.

Hard

AI uses a deep search to 'lookahead' at the possible moves and chooses the best path for its advantage.

Impossible

AI model is trained over generations by other AIs.