Brief introduction of my main game mechanics

Brief introduction of my main game mechanics

As some readers of my newsletter already know, I'm currently developing a turn-based strategy game, among many other projects. And this week I want to talk about the basic actions that all units can perform.

Considering other genre representatives, I came to the following selection:

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Eleven unit actions I would like to implement in the future.


  • Similar to other games, I plan to give players the ability to attack opponents directly or wait until they move into the line of sight.
  • I love the mechanics of Phoenix Point, where players can manually determine the shot direction. For this reason, I plan to include this mechanic too.
  • Some readers may also recognize the jumping ability from other games. I think this ability is extremely important because it gives players a clear tactical advantage. They can quickly get to higher levels or jump over opponents and attack them from behind.
  • Picking up items, leaving the mission and reloading are also common abilities.

But what makes my game different from others is the defense and cooling mechanic. Instead of action points I plan to use heat points. Each unit type should be able to safely generate different amounts of heat per round.

Moving, shooting as well as most other abilities are supposed to generate heat.?Depending on the situation, it may be advantageous to keep moving, shoot multiple times, or create energy shields to take less damage.

Since the different unit types are supposed to have different payloads, I hope to create tactical depth. Artillery units can do high damage, but are likely to be easy targets due to their range of movement. They can also move many tiles like other units, but then they probably won't have enough heat points left to shoot. One possible solution is to armor artillery units worse, so that they have less weight and can move further. Another solution is to equip them with other weapon systems that generate less heat. And so on...

Scouts, on the other hand, do less damage, but also produce less heat. This advantage could be crucial for flanking enemies. Scouts can also be used to create indirect lines of fire. If an artillery unit does not have a direct line of sight, it can still shoot at enemies when seen by other friendly units.

So by introducing heat points, I want to make sure that players are also taking lighter armored units into the final missions and not moving from mission to mission with a team of well-armored units, as in many other games. However, whether this game mechanic is good or bad remains to be seen.


That's it for this week.

I know that this article is a bit shorter this time. But I hope you still had fun reading it, and that you are already excited to see what my next article will cover.

If you have any suggestions or ideas to contribute, feel free to leave a comment below. I would also be very happy if you could share my article in your network.

Don't forget to hit the "Follow" button on?my profile page?or add me as a contact if you haven't already. Still not convinced? Well, maybe you will be once you read some of my?other articles.

My long-term goal is to develop a turn-based strategy game for PC in the mecha universe during my second master's degree. I don't know how far I will get, because?- besides programming -?I also have to deal with topics like social media and marketing, 3D modeling, sales, business creation, game design and so on. So if you are interested in such topics or if you are also an indie developer and want to know how to manage all these tasks, please (1) hit the Follow button, (2) leave a Like and (3) share this article with your network.

Thanks in advance and see you next time.


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