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D20 RPG – Size, Space and Reach

The Liquid Fire

In this lesson we will begin to fix this issue by introducing size and reach mechanics. Different creatures can be different sizes, and accordingly may occupy different numbers of tiles, or be able to reach different tiles (such as for attacking). This will help me convert from feet to tiles.

Tile 52
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Checking In

The Liquid Fire

Good news, I also found a link to more online docs of the second edition game mechanics here. The next content I want to start working on is related to making a functional demo based on the Solo Adventure at the start of the Beginner Box Hero’s Handbook.

Demo 40
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D20 RPG – Board

The Liquid Fire

Overview My very first blog project involved creating mechanics for a Tactics RPG. A lot of people asked about making 2D maps and how to use different types of tiles like water vs dirt. For this lesson I created a couple of simple images to use for tile maps. It has everything we did in the previous lesson ready to go.

Tile 52
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D20 RPG – Targeting

The Liquid Fire

First, I will add another monster – this time a Giant Rat, to take advantage of our new Size mechanics. They can potentially occupy the same tile as other units, and so our current selection process would fail to handle this when merely selecting a tile location. While we are at it, I will implement some new features.

Tile 52
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Based 2023’s data, which casual game genres are likely to perform well in 2024?

PreMortem.Games

Although two games have significant differences in core mechanics, we found out, as a part of our Travel Town deconstruction, that the main reason for its take-off is a unique approach to LiveOps and monetization. The weekend events in the game also certainly have room for improvement. It adds randomness to each attempt to complete the level.

Data 104
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D20 RPG – Pathfinding

The Liquid Fire

In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.

Tile 52
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D20 RPG – Combatants

The Liquid Fire

We will also provide a tile based room for them to fight in. I want the combatants that are lower on the tile map to appear above the combatants higher on the tile map so that they appear closer. Select the Demo game object and attach the EntityViewProvider component to it. Demo Create a temporary Demo script.

Sprite 52