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Experimenting with fantasy battle mechanics, similar to Heroes of Might and Magic or Disciples.

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Heroes Battle Sim

This game was inspired by the turn-based combat of the Heroes of Might and Magic and Disciples fantasy strategy games. It is a sandbox to experiment with various battle mechanics to learn what's fun, and what isn't. I've deliberately limited the options at each turn to help a computer player understand them. If the existing Heroes combat is like chess, this project is like checkers.

Screenshot

screenshot

Gameplay Videos

Human vs. AI
Two-player hotseat battle
Naive AI vs. Smarter AI
New unit abilities

Rules

  • Random damage rolls, separate values for melee and ranged attacks.
  • Initiative stat determines the order in which units get to act.
  • Commanders have influence over the strength of their units.
  • Units can retaliate against melee attacks once per round.
  • Ranged units and spellcasters cannot retaliate.
  • A unit cannot retaliate against flying units unless it can fly too.
  • Pressing the 'S' key will skip a unit's turn.
  • Commanders and their units share a mana pool for casting spells.
  • Available mana per side starts at 1 and increases by 1 each round.

Core Principles

  • Be simple enough that an AI player can play well.
  • All units move 1 hex per turn by default. Moving more than that should be special.
  • All attacks must do at least some damage. No abilities may cause an attack to miss entirely.
  • Most creatures should have a special ability. Special attacks take the place of a normal (boring) attack.
  • Special abilities must be special. Anything that reduces to a numerical increase in damage or hit points is not special.
  • Magic should be magical. Good spells should have a large-scale effect. Spells that affect the entire battlefield indiscriminantly are even better.
  • Units should cast the direct-damage spells so their damage scales with unit size.

Artwork Notes

Here are the decisions I've made to simplify the code that deals with art assets.

  • Hexes are 72x72 pixels. Anything designed to fit in one hex should use the same size.
  • Animated images are stored in a sprite sheet with the first frame on the left and no padding between frames.
  • Projectiles are drawn with their trailing edges in the center of the hex and facing East. The image rotation code goes counter-clockwise, like angles on the Unit Circle.
  • Commander portraits are 200x200 pixels.

Requirements

SDL 1.2.15
SDL_image 1.2.12
SDL_ttf 2.0.11
SDL_mixer 1.2.12
SDL_gfx 2.0.24
DejaVuSans font (drop the .ttf file in the top-level directory)

Special Thanks To

Battle for Wesnoth for all of the art and sound assets.

License

Copyright 2013-2014 by Michael Kristofik
The license for code, art, and sound assets is described in the file COPYING.txt.

Contact Info

Michael Kristofik

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Experimenting with fantasy battle mechanics, similar to Heroes of Might and Magic or Disciples.

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