Showing posts with label Sweet Alert. Show all posts
Showing posts with label Sweet Alert. Show all posts

Introducing Weekend Warriors

This August I have been working on a new game: Weekend Warriors.

Weekend Warriors is a strategy text game of spell-casting and problem-solving. You play the part of a wizard protecting your kingdom from the endless hoards of computer generated enemy horror.

You have at your disposal over sixty unique spells from which you must choose those that will defend your kingdom. Some spells will summon creatures to do your bidding, whilst others represent magical objects, places and enchantments that will aid you in your quest.

At each turn you must defeat the hoards of your enemy by matching symbols on your enemy cards with powers generated by your own creatures.

Facing your first enemy: The Baby Giant Slug, adept at killing noob wizards, this monster requires 2 points of combat power and 1 point of defence power in order to be defeated, however there is a short cut - just one point of fire power will toast this slug to death.
Spells are cast by spending either gold (generated by defeating enemies) or mana points (one point is generated each turn).  The more powerful spells cost more to play, and sometimes they are delayed one or more turns, so you need to think about what you will need in advance.

Unlike many games of this genre, you have access to every spell in the game, which you can access at any point in the game by opening your spell book.  There are currently over sixty unique spells to choose from, with more coming soon.  It is recommended that you study each spell carefully and weigh-up their costs against what you require to win. Some spells reward you for having already cast other spells, for example, the spell Bloodlust gives you combat points equal to the number of warriors you have in your battlefield, so it would be a good strategy to spend precious resources building up your army of warriors.

The spell book showing some of the available spells.


Weekend Warriors allows you to play the game however you want, and you are rewarded for knowing the spell book inside out.

Each turn consists of two phases.  In the first phase you may look through your spell book and choose spells to cast. You may wish to examine the creatures and objects already on your battlefield for activated abilities or to 'rest' creatures you do not need.  In the second phase your creatures spend their 'stamina' points generating powers for you to use in defeating the computer-controlled enemies.  In this phase it is too late to rest your creatures, although you may still cast new spells and organise your armies.

Viewing an item in your battlefield.  Here is the battle axe, which is just waiting to be equipped to a suitable dwarf.

Weekend Warriors is ready to play in public beta form.  There are probably a few bugs still to iron- out, and undoubtedly the game-balance will need tweaking based on feedback.

All constructive feedback is welcome.

Further updates in the future are planned, with more spells and enemies to keep you going.  What is even more exciting is that there is planned original artwork for each spell and enemy in the game coming soon from the talented artist Pob, who worked with me on Spellunker. You can check out Pob's artwork for Spellunker here.

One of the creatures in the spell-book view, showing (from left to right) name; 'summoning' button; spell class and types; description; placeholder for artwork (coming soon); flavour text; casting costs; stamina; abilities; links to other spells that work well with this one.
To get you started with Weekend Warriors, I've created a short tutorial.  Just press the 'Help' button in-game and choose a help topic.

Weekend Warriors tutorial running on my Lumia 950.


If you have enjoyed this post, then you may like this post from last year's game Have Spell Will Travel.




Writing a #javascript game 3

So, I have been making slow but steady progress with my Javascript text adventure game.  So far I have implemented quests which can be started at the village.  Each quest is a series of challenges which I have encoded in a json file.  Each challenge script requires the player to pick from a list of statistics in Top Trumps style in an attempt to defeat the challenge.  Failure to beat the challenge results in pain, damage, death or failure of the quest.  Completing a challenge will result in experience points that can be used to increase your stats (not yet implemented).  Completing quests will result in more things becoming unlocked in the village (starting with the village healer and the tavern).  I have also implemented a json file containing a variety of artefacts that can be discovered and used by the player.  Some artefacts are 'static' in that they always apply one or more bonus or penalty to the player's stats.  Non static objects can be activated.  Last night I implemented weapons (the player can only have one weapon at a time) and armour (which can only be worn when the player is not currently engaged in a quest).

I have decided to use Sweet Alert for all the message boxes in the game.  This is because Sweet Alert is really, well, sweet, and also because it is very easy to use.  Below is an image of a Sweet Alert message box in action.

An example of a sweet alert message.
SweetAlert was created by Tristan Edwards, you can follow him on Twitter or Dribbble for updates and other cool projects!

See you next time for more Have Spell Will Travel updates.

Label

World Karma Game