Laser Squad [Day 45] – Defining the assassins tile set

Last couple of days I was busy defining the whole tile set for the first scenario. The map consists of 26 different tiles sorted in categories, and each having it’s own parameters. Again I had to play the game a little bit, to figure out the additional AP costs which some tiles have and need to be added on the basic movement cost. Also, units can hide behind some tiles (like trees and bushes), and I had to test these in the original game and set the appropriate parameter for hiding. The only thing I don’t know is the constitution of the tiles, so I set some values of my own guided by logic.

The representation (“graphics”) of the tiles is not final, some minor changes can occur in the future. When I look at the game now, it reminds me totally on a Rogue-like game. Very nice indeed.

   

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