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Devlog 2: Basic Units

7/29/2020

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In this devlog we take a look at a few of the basic unit types. The Brave is the base unit that constructs and works every building. They can also be trained into other combat and utility units. 

The video below looks at Warriors, Spearmen, Archers, Riflemen and Priests. There are going to be a lot more types of units in the end with the idea being that you don't need more than a few varieties, but each time you play, you get a new combination. I'm going to try my best to make each unit unique and have clear benefits and drawbacks.

Other  types of units that are in the game, like beastmasters, are NOT included in this video as the mechanics still needs some work. I also have a slaver, grenadier, axeman, thurible and others in the plans. If you have some unique ideas that match the theme, let me know and I'll add them to the list!

The video also takes a closer look at the Thinker and how the Thinker interacts with the world and generates technology (this is still a work in progress and may be changed quite a bit). 
Take a look at the video below and let me know what you think!
Again, if you want to see videos like these a week early, sign up on Patreon!
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Organizing Combat

I have some words to say about how the combat was developed by looking at other games:
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Nearly every strategy game is centered around a system of combat. It's easily comprehensible and crystal clear to the player who's winning through combat. There are games that don't use combat in competition (Offworld Trading Company) but most do. I knew how I wanted the combat to feel so I looked at a few examples of other combat systems.

There are a lot of detail oriented decisions to make in a combat system that have massive consequences to gameplay, so things need to be thought through fairly well.
Being a game based in the ancient era, combat has to be centered around a solid melee system with viable ranged as well. Unit numbers are in the dozens rather than hundreds, and the first obvious combat system to look at is Age of Empires.
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Age of Empires, Warcraft and the like have a combat system where each unit seeks out and attacks an enemy unit. Each unit can be controlled individually and this can lead to some micro-heavy gameplay.  Another notable feature  of both of these games is that the units can bump into each other. This seems like a moot point but  it actually defines the pace of the combat and how well you can micromanage your units. 

Some units in Age of Empires use formations to help keep the units moving briskly, but formations are not a thing in tribal warfare so I thought it best to leave that out entirely.

The whole combat feel of most RTS games didn't fit the theme of Kainga. So instead I took inspiration from a fantastic game I've played too much of, Kenshi:
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Groups of units will lock on to each other and fight it out individually while others support.  The combat uses a system like this where people group and fight it out, then find a new group to join. It's hectic, fast paced and can't really be micro-managed which is ideal.

Sorry that's a bit of a ramble, but I hope you enjoy!

What would you like me to focus on for my next devlog video? I'm open to ideas!
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    Erik Rempen

    I create, design and develop video games I'm interested in playing.

    Archives:​
    Missions
    Production Buildings
    Making Wakes
    The Beastmaster
    Basic Units
    Basic Resources
    The Fire System
    Presentation
    Re-Imagined
    ​Creating Water
    ​
    Cliffside Stairs
    Watchtowers
    ​
    Melee and Ranged Units
    Unit Organization
    Farming
    ​Carrying Ladders
    ​Weather and "Seasons"
    Technology
    ​Ladders and Elevation
    landmasses
    Structure Design
    Animating 2D units in a 3D world
    ​Setting the Theme
    Setting the Focus
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