Grim wanderings. Heiress to the classic Disciples
I really love Disciples II, but all games get boring sooner or later. And then one day (summer 2015) I wanted to find a game with a combat system similar to the one in Disciples and Disciples II, but I couldn’t find anything similar. I only found some kind of browser game, after playing it for a while I realized that it was not at all the same. I was perplexed why such a cool combat game was completely abandoned. At that moment I decided to make a game based on this system
I discussed why I liked Disciples so much and what other ideas could be taken from it. I liked combat and exploration, getting artifacts and leveling up units. Moreover, the more I thought about it, the more I became convinced that the strategic part could be completely discarded. I didn’t play disiples to capture territories or fight with other players, it actually distracted from the most interesting thing. Now the question arises: which shell to use for combat?
And then I remembered the game Hand Of Fate, which I played not so long ago. It was based on the idea of moving around a randomly generated playing field and mini-events. The game was great with one exception – there was no combat… I thought it was a great idea to combine combat from Disciples and movement with mini-events from Hand Of Fate
First sketches
The first step was to decide what http://casinoactiononline.co.uk/ could be done in the game and what screens there would be for user interaction. In general, during the creation of the game, many game design decisions were made, although the game rests on the shoulders of Disciples and Hand Of Fate, it is very different from them. What size should the field be?? What resources will be in the game?? What types of events? And many, many others
During the first half of a year of development, not a single line of code was written. But a huge variety of related materials, screen layouts, characteristics of units and items were created
Result
Let me note right away that the game is not about graphics, not at all… Development took about 2 years and the game was born in 2017. This is the first major project that I programmed. In fact, thanks to this game, I changed my profession and got a job as a programmer. At the beginning of the game you are asked to choose one of 5 races. Undead, gnomes, orcs, humans and elves. Unlike classic disciples, there are no demons here, but there are orcs as a separate playable race. The units available for hire are somewhat similar to those in Disciples, but they do not copy them
The gameplay consists of exploring a randomly generated map with events and battles. The map is made conventionally and minimalistically
Battles copy those of classic disciples. However, many new mechanics have been added
Well, the most interesting thing is the development of units. In Grim wanderings, the unit development branches are much richer than in Disciples. In total there are about 450 different units in the game
The player has a hero at his disposal who can wear equipment
Gameplay video
Play
The game is available on steam and google play. The game is free on Google Play, but there are advertisements that are shown no more than once every 4 minutes