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Conquest

  • Strategy game

First jobs

  • Change the buy unit functions to use the money from that IDs JSON (money: $10 etc.)

  • This adds to the unit amount in that IDs JSON ([i].military.archers+1 etc.)

  • Then it runs the function that updates the side county panel

  • Do the same for a few test buildings

  • Their functions can be added in later (i.e roll modifiers)

  • add all the other bits for the side panel (unit types, amount of buildnigs etc.)

  • have these on different pages / side bars (e.g a buildings one, a military one, a diplomacy one)

  • The next jobs after that will be to update the fight functions

  • They'll need to use the JSON data instead of the html

  • Maybe give this pop up / modal / animation if it works well

  • Says if you win/lose and by how much

Notes

map generator

time

  • Have a time / date counter
  • Every xxx days, roll a dice for each county. If that roll > xxx, increase their population etc.
  • Have roll modifiers for certain building types / cultures

buildings

  • As part of the JSON, have buildings
  • I.e. markets: 1 / barracks: 2 / castle: 1
  • market would give you a modifier for how much a county earns
  • have tech level that unlocks certain buildings (also depends if you have the version before (e.g. barracks level 1/2/3)

AI wars

  • Eventually have low chance dice rolls that they'll auto fight any neighbours they aren't allied with
  • This means the JSON needs 'allied', 'neutral' & 'enemy' arrarys with relevant IDs in each

culture / player

  • have a culture stat (e.g. roman / greek) that gives you certain bonuses / colours
  • have ownedBy stat which gives the path fill of your faction
  • later these will control who you have control of and who you can fight)

buy/fight buttons

  • create buttons that buy units for that county
  • button to fight (with dynamically created list that dictates who you can fight)
  • buttons to buy / upgrade buildings

older ideas

  • rts with 40k style dice roles

  • potentially as rpg, as if commander on battfield with same text style as Darlene?

  • if not, go full div style grid but with 40k style logic

  • still have the issue of AI

  • one way you could get rid of AI issues is having it be more survival

  • like Banished, you just need to have enough food etc.

  • for the fights, you could just have orc raids?

  • make it more of a very miniturised dwarf fortress clone instead

  • more horror instead of fantasy though, weird aliens after you crash land?

  • would be a cool way of introducing narrative to RTS, giving you more story each season you survive

  • the full map would be easier graphics though

  • could go more for ants?

  • make different kinds, attack, strength ants etc. and have wars

  • AI would just get allocated a random rate of expansion

  • ever increasing money

  • same for AI enemies

  • financial policies etc. (taxation?)

  • map

  • towns/cities

  • attack settlement

  • move from one to another

  • take a certain amount of time to do so, depending on how far

  • make enemies do this automatically every x time goes by

  • build units

  • build buildings

  • take over settlment

  • weather / seasons

  • i.e. no movement in winter without serious detriment

  • maybe have food as well, which increases depending on buildings, grows less in winter

  • electricity if scifi, which you need power buildings for etc.

  • or replace this with religion, so you need churches (piety)

  • clothing / drink / tools / pets / fresh water / sugar / tobacco / slaves / workers

  • you could have people die in old age, and if you don't have places to bury them people are sad and can do less

  • I think having it be more like dwarf fortress or Crusader Kings, where the world and its inhabitants would move as if you're not there anyway.

  • It's just a giant simulation that you can take a part in, and you'll usually die but that's fun too.

  • A cool theme could be landing on Navan 1,000 years ago with the first Order ships.

  • You get a load of good stuff, but you won't get any support for a full rote.

  • There are inhabitants there, some savages perhaps, some monstrous creatures.

  • Or it could be an old colony that the order had lost touch with, assumed it had just failed and lost contact.

  • Depending on how much piety / prestige you get in that year depends what the Order will send you next year.

  • On completing the game, there are a ton of if/else statements

  • if < x of your population was enslaved, you get a nice ending

  • if > x you get a nasty ending

  • if > x survived from the original party you get certain text

  • And so on

//------------------------------------------------------------- // old commented code

// $("#svg").on("hover", function( event ) {

// let nearestID = (event.target.id); // let nearest = "#" + nearestID; // console.log(nearest)

// console.log(event.target)

// $(nearest).attr('fill', 'black')

// });

// $("#buyKnight").click(function() { // let eboMoney = $("#eboMoney").html();

// if (eboMoney > 4) { // let eboKnights = parseInt($('#eboKnights').text()); // $("#eboKnights").text(eboKnights+1);

// let beforeMoney = $("#eboMoney").html(); // let afterMoney = beforeMoney - 5; // $("#eboMoney").html(afterMoney);

// } else { // alert("You can't afford that.") // } // })

// //buy archer // $("#buyArcher").click(function() { // let eboMoney = $("#eboMoney").html();

// if (eboMoney > 4) { // let eboArchers = parseInt($('#eboArchers').text()); // $("#eboArchers").text(eboArchers+1);

// let beforeMoney = $("#eboMoney").html(); // let afterMoney = beforeMoney - 10; // $("#eboMoney").html(afterMoney);

// } else { // alert("You can't afford that.") // } // })

// //roll dice // for (i = 0; i < 20; i++) { // let diceRoll = Math.floor(Math.random()* 6) +1; // console.log(diceRoll); // }

// let eboArchers = parseInt($('#eboArchers').text());

// //if ()

// let attacker = 1;

// let defender = 2;

// function fight(attacker, defender) {
//     if (attacker > defender) {
//         alert("attacker one")
//     } else {
//         alert("attacker lost")
//     }
// }



//in testing/----------------------------------------------------------------------------------------------------------------------------------------/

// //------------------------------------------------------------- // // create county variables for each path

var countyData = []

function createCountyVariables(){

    var paths = document.getElementsByTagName("path");

    for (let i=0; i < paths.length; i++) {
        //countyData.push()
         var paths = document.getElementsByTagName("path");
         countyData.push($(paths).attr('name'));
        
     }     

}

//county variables function (in testing - not that necessary now?) createCountyVariables()

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Conquest - a strategy game

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