**WARNING: FLASHING LIGHTS** TurboWarp link: https://turbowarp.org/690918465 This game will take a sizable amount of time to complete. Fullscreen is recommended. The game will guide you through initialization. Press buttons to change their values or to change screens, and press R to stop/start the parallax on the title screen. (NOTE: There are only 2 completed maps in the game so far. Changing the selected map further will cause the game to break, but those maps will be created soon.) Once you've entered a game, use the control layout below: W: Camera Up A: Camera Left S: Camera Down D: Camera Right Mouse Click: Select Unit/Structure (by clicking a unit/structure), Use Unit/Structure Ability Spacebar: Deselect Unit or Structure (while selected), End Turn (once all units have moved) Up Arrow: Move Unit Up (while a unit is selected) Down Arrow: Move Unit Down (while a unit is selected) Left Arrow: Move Unit Left (while a unit is selected) Right Arrow: Move Unit Right (while a unit is selected) Q: Center Camera (centers onto a unit that hasn't yet moved all possible spaces on the current turn) E: Skip Unit Movement (while a unit is selected) C: Set Camera Speed (slow, medium, fast, or very fast) F: Toggle Flyer Viewing (enables/disables view of Wyverns and Dragons to show/hide the tiles underneath them) Z: Zoom in/out
This idea originally started in late 2019, but after 3 iterations and 4 years, it's finally ready to be released. This is by far my largest project, with over 28,000 blocks! Initially shared as v0.1 on November 20, 2023. --Possible Upcoming Features-- Bug fixes (see tracker below) Optimization More maps Balance issues (please give suggestions on what to fix!) Option to automate worker movements Ability to train multiple of the same unit at once More unit abilities and better combat mechanics Changes to control layouts and/or mobile controls More customizable settings Saving/loading games Story Mode (would likely be a separate project) --BUGS-- Ending a turn is eventually caused by moving the last unmoved unit rather than pressing the spacebar. (v0.1) The opponent often falls into infinite loops or gets stuck with pathfinding. (v0.1) The combat actors for almost all opponent structures display incorrectly. (v0.5.2) Spamming the "Next" button in the pre-game menus causes a softlock. (v0.7) --Milestones-- 3/9/2024: 100 views --Credits-- Inspiration: Almost all inspiration for this project comes from major strategy video games, especially "Warcraft II: Tides of Darkness", "StarCraft II: Legacy of the Void", and "Sid Meier's Civilization VI", by Blizzard Entertainment and Firaxis Games respectively. Scripts: Most scripts were made by me, but significant help came from , , and . contributed to the scripts considerably by helping me to create many key parts of the game (most importantly camera scrolling) early on. contributed by showing me several ways how to optimize the code so that it didn't get too large for Scratch to handle. 's project size compressor allowed me to continue development of the project after the code got too large for Scratch to handle. Sprites: All sprites were created by me and were inspired by those in "Warcraft II: Tides of Darkness" by Blizzard Entertainment. Sounds: Some sounds were created by me, though some were taken from the Scratch sound library and either left as is or edited by me. Music: All music was created by me using MuseScore. The tracks were either created in MuseScore 3 and later remastered with MuseScore 4 or were created entirely in MuseScore 4. --Tags--