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What about a Turn Based Single Player game based on FIST?

A topic by Arowx created Feb 02, 2023 Views: 263 Replies: 9
Viewing posts 1 to 10
Submitted (1 edit) (+1)

I already have a basic low poly webgl 3D turn based game : BattleSquad


That I could convert to the FIST system D6 for combat and it could be used to run scenarios and as it uses a procedural building system could be used to make (if I added an editor) or generate levels for FIST.

What would FIST players/game master need/want?

Would an Action Point system for movement and actions in a tile based level be an OK overlay for FIST games or get in the way too much?

Submitted (1 edit)

Made a start with a simple random mission generator just text:

  • MISSION: QUANTUM EAR [1513]
  • The dossier says a shadowy government agency 
  •  Is trying to steal a paranormal artifact 
  •  Which will make them filthy rich 
  •  But a late historical figure is somehow alive and involved

The mission title generation taking the first and last two dice rolls and multiplying together generate a mission title from two lists of 36 words.

The mission number in brackets is just the dice rolls.


Going for a low res retro bitmap look what do you think?

Submitted

Started to work on a character generator and noticed a big difference in the number of roles and traits between 2ND REVISION and ULTRA would the player base prefer 2ND over ULTRA or an option to toggle both?

Submitted (1 edit)

Got the basic traits and inventory data in after a cut and paste marathon (only 2nd edition not Ultra).

Still got to create a good interface for creating characters and NPCs, any suggestions?

Host

no specific suggestions here (I'm not a great programmer) but wow this looks incredibly cool!!!!

Submitted

Change in font to a retro bitmap font and trying for a greenscreen computer program look.

What do you think of GLOVES as an name for a FIST game/app?

Mission screen so far (not yet editable)


Operator screen so far (not yet editable) also only one operators details shown.

Submitted

Slow progress but moving towards something more functional than just data and single character generation.


Nice rotating dice animation, allowing re-rolls


Generate 6 operators randomly next work on trait and inventory info popups then on player input data.

Submitted

love the look of this!

Submitted (2 edits)

Started porting the BattleSquad game into GLOVES, the level view is just the map view of the battlesquad level. (3d view on the left, in menu 2D view on the right).

So maybe to get it up and running fast just allow the option of regenerating the level (a single building) or altering it's size.

Then moving into deploying enemies and players and running a turn based game of FIST... lots to do B4N.

Player/Game master editing or level layout is being put on the back burner for now.

Should the map be just shades of green to keep with the green screen retro look of things?

Submitted (1 edit)

Sorry to say the game did not make it fully formed but I've launched the randomizer so anyone wanting to quickly generate a basic random :

  • mission scenario


  • player characters


  • npcs


  • single building level map


Might find it useful.  

If there is enough interest I will continue to work on it after the JAM to see if it could become a helpful tool to run a game scenario with a Turn Based Strategy simulation.