alpha demo build 0.1922
This is a early playable network test for my isometric TacticalRPG concept. I plan on
iterating to build 1.0 implementing any valuable constructive feedback received during this
development cycle. This build is intended for testing connectivity, turn order, and squad
interactions! - gameplay is minimal and unfinished.
Dir: RebelHearts_demo\Win64bit_build\RHE.exe
Platform: Windows
Resolution: Fixed Fullscreen 1920×1080
Players: 1 to 2 (3 including enemy AI)
How to Connect
• Host starts the game on Windows and clicks “Host”. Host shares their public IP with the other player.
• Client launches the game and clicks “Join”, entering the host’s IP.
Additionally ensure your port: 7777 is open and that the firewall allows the prototype. That's it! Now start playing.
Good to Know'
• Player 1 Host gets priority turn first. Player 2 Remote Client can only observe the current player' actions until
their turn is over & vice versa.
• Turn over is executed only when the current player has selected 'Done' on each of their squad members 'Engange Menu'
options.
• You have 'Move', 'Attack', 'Status' and 'Done' options per squad member.
• You are NOT locked into Attacking or Moving in a particular order. However, when you select one of these two options,
you will be required to follow through with it.
• When ALL opposing player, or yourself have no more squad memebers left, the 'game' is over. You will have to hard quit
for time being (easily enough done).
• Squads are locked into spawning the same stats and equipment for now.
Conclusion
I'm looking for feedback on your network experience & other thoughts - suggestions!
Please ping me your feedback at any of the below!
Emails are not allowed
https://x.com/wildlogicgames
https://wildlogicgames.itch.io/
https://www.linkedin.com/in/ricky-wild-ab73b067/
Thanks for play testing - you are a cool person!
BUGS
build 0.1922
+Correct squad banner colours applied to Battle UI.
+Defend chance fixed - squad members - if capable of block - will now block on success roll.
+Other small quality of life fixes.
build 0.1921
+Previous issues fixed. Counter-Attack system re-written.
+Last squad standing is now winner.
-Player 2s view on other squad members sometimes loops during/for movement animations.
-Last Player to kill remaining Enemy AI squad member wins, despite other player squad remaining.
build 0.191
-Enemy AI Idles after a counter attack from Player Turn Attack.
-Enemy AI Idles after squad member death during counter attack from Enemy AI Turn Attack.
-Player Turn idles due to blocked mouse cursor input, following from Enemy AI Turn.
build 0.190
-Player 2 Turn hard crashes during counter attack with Enemy AI AND/OR Player 1 Turn.