Sorry Harmonia Tactics, you’re temporarily on hold. For the next 36 hours, Simon will be participating in The Arbitrary Game Jam over at GameJolt. The objective: make as much of a game as you can in two days time on a randomly-chosen theme. Apparently the possible themes this month are:
King Charles Spaniel
And from these possibilities, development of Bort’s Bender is already well underway. All that we know for certain is that it involves skateboarding, spraypaint, and possibly adoreable little dogs of European origin. We can’t wait to see what he comes up with!
Hi folks, Miles here. You don’t usually hear from me; I’m usually backseat driving for Simon or burying my head buried in the server’s guts, but I’ll be taking a bit more of an active role in publicity going forward.
Now that the combat engine is playable (and rather fun, if I do say so myself…), our attention turns to the mega-game in Harmonia Tactics: the liberation and defense of regions on a kingdom-wide scale. Our first task: developing a world map that allows players to see the relative strength of friendly and unfriendly forces overlaid on the terrain. The map needs to show both hostility and density levels that update as dominance shifts in each region. The players can then decide where to focus their efforts and where to steer clear of.
We’ve gone through a number of iterations already, and we’re nowhere near done trying things. Most of these are cooler-looking than they are actually useful.
Here’s how the color/icon scheme works. Density is indicated by a structure icon, ranging from uninhabited to fortress, which appears within an occupation bubble indicating friendly or enemy dominance in the region. The color spectrum is more of a composite of these two attributes, intended to show general hazard level. Friendly areas appear in blue from dark to light according to density. This allows the players to see safety on the map and help them avoid combat when travelling. Hostile areas range from green to red and light to dark with dark purple reserved for the largest enemy strongholds.
There’s still a lot more to hash out and we’re far from finished. Stay tuned…
We’ve been hard at work producing a one-size-fits-all distributable Linux version, and it’s almost there! Our Linux build (32- and 64-bit) is almost ready to roll out – once testing on a few more machines and distros, it should be safe for worldwide consumption. After that’s taken care of, it’s time to get the Mac build up and running, then we’ll have the “big three” done. 🙂
In addition to that, we’ve been livening up the look and feel of Harmonia Tactics with new tilesets, effects, and more possibilities for character styles. Here, have some screenshots!
Movement Range During Combat
While fighting or holding shift, characters can now see how far they can run in a single turn. We’re still playing around with this feature to make it more useful, but it sure does look nice!
The old water texture has been remade, with fancier effects! Here’s the water used in the winter tileset. It’s a bit lighter than its warmer overworld counterpart.
Facial Hair, Better Faces for Birds
Nothing is complete without big, bulky, man beards and epic mustachios. In addition to facial hair, the bird’s face has been split into separate beak and facial pieces, allowing them to mix-and-match their looks just like their non-avian counterparts.
New Map – Winterforge
Wooden bridges span across snowy cliffs in this frozen land. A boiling-hot factory nearby contains a special artifact to supercharge your team, increasing their damage threefold for one minute. But beware – the place is HOT, so prepare to leave as quickly as you came!
Additional bug-fixes, changes, and miscellaneous features
Added a fancy, slicked-back hairstyle for men.
Camera controls are a lot less frustrating – but still not perfect!
Can no longer move onto excessively-high cliffs with the keyboard.
Can also no longer be pushed onto those same cliffs.
Replaced mp3 files for ogg files.
“Auto-grab mouse” is now disabled by default (which should have been the case in the last release!)
Another new version of Harmonia Tactic’s engine demo! Aside from a lot of necessary bugfixes, this version has some much-needed upgrades to the HUD (auto follow, auto attack, camera controls) and some animation improvements.
Download it here, from itch.io!
HUD Control Strip (Auto Follow, Auto Attack, Keyboard Controls)
Moving the entire force around could be a pain, but no longer! Simply turn Auto-Follow on, move around using WASD, and your other characters will follow. Characters won’t auto-follow during combat, so they won’t run into a fight and get themselves killed.
Lazy characters getting you down? Now with Auto-Attack, they’ll automatically hit targets within their current range when idle in combat.
Harmonia Tactics’ rendering engine allows for independent animation of sprite components – bandanas blowing in the wind, glowing weapons, and now, blinking! Here’s the current face line-up with their animations.
Starting with the Soldier, the walk cycles and attack animations are getting some TLC. Here’s the side-view of the Soldier’s new attack!
New “Auto Follow” and “Auto Attack” options in the HUD “control strip”.
Keyboard control (WASD) now easily visible via the hud control strip.
HUD is more compact, with fancy groupings.
All character eyes now blink independently.
Male soldier sprite got some better animations.
Doubled the Radness and Badness of Tower War’s music.
Subframe features in the Sprite Editor are nearly finished.
Explore mode features some work-in-progress “Kingdom” stuff.
Some female hairstyles were fixed / work better.
Jumping in animations no longer bounce when landing.
Tower War and Battle Arena default to keyboard controlling character.
Removed insta-jump-to-character in keyboard=character mode.
Experience is distributed in Battle Arena again.
Redundant equipment in Battle Arena, Explore Mode, Cheesetopia are gone.
Shadows draw much better now.
Slime Runner! has less ugly shearing when looking straight ahead.
Hud expansion/contraction behaves properly with server lag or new characters.
Game no longer auto-pauses when you are defeated.
Distances are now stored properly. No more broken orders 50% of the time.
Fullscreen mode now allows edge-of-screen scrolling regradless of “Auto-Grab” option.
Server-side connections no longer suffer from ‘buffer overflow’ problems.