Hello all,
Just wanted to throw out a few suggestions for further building upon the Unity Turn-Based Strategy course;
- Advanced AI enemies - expand upon the current enemy AI to perform more functions to challenge the player in a meaningful way than the basic run and attack. Create different levels of AI intelligence to make a difficulty system; Easy, Normal, Hard, or Very Hard.
- Cover system - I’m sure many have put this idea forward, but an XCOM-like cover system would go a long way.
- Game Design Theory - Probability vs. Resource Management, perhaps a more cerebral/theoretical section. By adding an X-COM-like system you introduce a bit of randomness into the gameplay and we could explore the “Gambler’s Fallacy” players can experience when doing so. And talk about how if designers don’t want to introduce probability into their game then they would have to balance their game around the set resources they give the player creating a challenging “puzzle/realistic” scenario. Talk about the pros and cons of each design path.
- Unit Placement phase - Before the battle starts create a phase to allow the player to place their given units on a designated section of the grid.
- Unit class system - add a class system similar to XCOM where units start at the basic “Recruit” level and then gain experience to level into a class of the player’s choice (support, sniper, heavy, engineer, etc.).
Just wanted to throw my hat into the ring on the matter after going through the latest course expansions.
Thank you for your time.