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Turret Potential and Game Polish

Avatar Posted by lou Posted on May 14, 2025
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One of the last features has been implemented: Turrets.

Turrets make up immovable objects that can attack, such as a Ballista. Currently, the idea is to enable units to ‘take over’ a turret that’s on the map, after which it will automatically attack their enemies. The enemy CPU can also do this, so you might wind up on the opposing end of these contraptions.

There’s a lot of different possibilities here, like having them always active (and autonomous) so that they start off attacking any/all units and then can be acquired by either players or the enemy as a means of assisting combat. I could also have them only be active when a unit is next to them, or have them not be able to attack at all, but allow nearby units to use them as a powerful attack during their turn.

They might also not attack at all, instead performing actions when triggered such as pushing adjacent units away from them or giving nearby units buffs or debuffs. Also, their attacks, which are currently projectiles, can be physical or magickal, or not projectiles at all and simply be melee. There’s a lot of potential here!

My main vision for them was a scenario with a bunch of turrets in the middle of the map and as you face off against the CPU, both teams would be trying to keep the majority under their control to do maximum damage to the other team.

Since I can’t show it just yet, here’s a completely unrelated gif that does a good job showing some of the latest additions as well as some minor polish. Basically I like how the unit jumps over their ally to perform a dual attack and then gets countered, something that wasn’t really possible at the start of the year.A single turn where a unit is moved next to a Guard and does a dual wield attack. To get there, the unit jumps over their ally, which is pretty cool.

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lou
Creator of Dusk Tactics.

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