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is there anyone yet that has made a map-based turn based tactics game with godot yet?

map based tacticsmap based tactics Posts: 24Member
edited December 2019 in Projects

examples of map-based turn based tactics game are:

  • xcom
  • fire emblem
  • ff tactics
  • etc

there's alot of ppl that dont understand what turn based tactics games are

--> see

1) have you made a prototype map-based turn based tactics game yet?
2) do any of you where to find where to find list of map-based turn based tactics games made with this tool?

i want to know how many hours about it'd take to make a very very basic map-based turn based tactics game

very basic = minimal graphics, no sound needed etc. 2d or w/e, etc etc

3) for ppl that understands godot well, is godot even the best option to make a very minimal map-based turn based tactics game?


  • PickledtezcatPickledtezcat Posts: 8Member

    Hi, I made a turn based tactics game with the Blender game engine. GODOT has all the same features, and my current project is reusing a lot of the code I wrote for the old game (since it was written in python).

    When I made the game, it took a few months to get to prototype stage.
    Some elements are actually easier to achieve in GODOT, since it has better implementation of GLSL shaders and so on. With Blender, I had to do a lot of dirty code hacks to get things like fog of war to work correctly, and I never did get vertex displacement to work out well, so I was restricted to using tilesets for terrain.

    There are some hurdles to overcome;
    1. Getting shader parameters to work with grid maps (for terrain).
    2. Learning how to work with generated images and image textures (for terrain and mini maps, fog of war etc...).
    3. Creating a turn manager and designing your AI.
    4. Learning about FSMs for behavior and turn control.

    You can check out my blog, where I talked a bit about some of the elements that went in to the game, such as cover and flanking.

  • map based tacticsmap based tactics Posts: 24Member
    edited December 2019

    ah this is good this is the kind of person we're looking for

    1. you're able to basically transfer any py code over and it'd basically work?
    2. do ya know what year this thing stopped getting any significant updates -
    3. is the he current game at the minimal/prototype/demo stage? or are ya passed that? mainly just to see total hours

    im sure that any current or modern tool is better than outdated tools, since its outdated and nobody has really heard of that engine, it wont be useful or helpful to do any comparing cos anything current is ofc gonna better, so no need to ask any questions on that

    from the 4 challenges you mentioned, it seems some of them are

    • things that map-based tbt commonly need but that godot's features doesnt make any easier (but i dont know if other tools make them any easier, so that's what we would want to know)
    • things that godot may have an innate limit with (meaning that the desgin of godot actually makes some things that tbt needs harder)
    1. do you have a twitch? or starting one? is there any way to just learn generally over time with you? maybe like once a week or so? mainly just hobby interest. just for the code, just to see how you do it, im sure there's other ways to do certain things but i wont be able to know that cos other ppl are doing it in other ways
  • oh i had an idea but i forgot to say it:

    since you already much of the experience, are you able to do like a 1-day fun hobby challenge where you prototype demo a very basic map tbt from scratch? like those coding challenges where ppl make all kinds of things in 24 or so?

    to see how far one can get to a minimal prototype

  • PickledtezcatPickledtezcat Posts: 8Member

    I started working on the Vinland Game on Jan 20, 2017, and I last updated it on Dec 20, 2018.
    By that point, I had basically completed 80% of the game, but Blender Game Engine was going to be discontinued and I didn't want to work on an unsupported engine.

    Transferring to Godot would be possible, because many of the coding concepts are similar. Python and GD script are not very different. However, Blender's method of dealing with objects is quite different, and all the built in methods are different, so things like animations, particles, movement etc... would all need to be different.

    I've been making games for several years, so I picked up a lot of transferable knowledge before I started working on the TBT game. It was something I approached several times during that period, but I didn't have the skills to complete.

    Making a full game is difficult and requires a lot of specialist knowledge and experience of project design and planning.

    You can get an idea of the size of the project by checking out the github repo (code only)

    Feel free to dig around in the code. It's not beautiful because Blender Game Engine was basically an empty canvas. Things like image editing, terrain placement, state machines, UI, AI and so on all had to be built from scratch. it's nice working with GODOT where a lot of those functions are already coded and available.

    My new project on GODOT is different. It's a Roguelike Puzzle and building game, though it reuses some code from my earlier project; since they are both grid based games.

  • PickledtezcatPickledtezcat Posts: 8Member

    I've considered doing online classes in game design. I'm a teacher by profession, but I already have a full time job, and haven't yet found a good way to monetize online teaching. If I do, perhaps going through a game project from start to finish would be something that I'd enjoy doing.

    But... right now I've got a project I'm working on, and too many classes at work.

    As an idea of how much time it took to work on my Vinland project, here's the contributions I made during that 2 year period;

  • cyberealitycybereality Posts: 928Moderator

    You might want to check out Udemy. I am considering becoming an instructor there eventually, some of those teachers make good money on their courses. They have sales all the time (for like $10 a course), but even then I see courses with several thousand or even 10,000 students. At $10 a pop that is a pretty decent return on investment.

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