Development Update: Units Units Units!


Strife : The Expanse development is going great! FFA and Team elimination is playable (albeit not stable yet). Capture the flag has been started and seems to have few technical limitations so that's exciting!

More importantly I've gotten to the point where I'm not longer using a placeholder unit and throwing code in as I go. Instead I have set up the infrastructure so that all units follow the same basic workflow but I have flexibility to code individual special attacks on a per unit basis. Currently two units are implemented, and hopefully a few more by the end of the month. The two are as follows:


  • Paladin
    • Special Attack AoE Heals all allied units (any unit on your team, even your friend's!) within an 8 tile radius for 20% of their health.
    • This will be the basis for a sort of main-tank unit. Units that are slow, but provide a sort of anchor for their team and need to be focused in order to die. Play testing still hasn't happened but I'm hoping this dps-tank-support concept will work.


  • Archer
    • A fast, long range unit with minimal defences. Takes heavy hits, has lower health but hits hard in return.
    • In short ranges it can use a AoE special to target an enemy for 1.25x damage, dealing 25% damage to all units adjacent to it. High risk, high reward.
    • Currently I'm not sure if the special attack is too powerful as a DPS character. Especially with its damage at range. Tweaking will definitely need to happen, but currently I'm happy that I can create complex dynamic abilities.


Additionally the backend of my code will likely support per unit turn effects, or unique interactions (zombie character respawning in all gamemodes?). I'm debating adding status effects such as poison or buffs/debuffs. I'm a bit reluctant to do so however due to the complexity not only in coding but also in the ability to convey that information to players.

I'm hoping to release the game with around 4-7 units once all the polish is setup in the UI and related gamemodes. From there we will have to see. It seems most of the features I've aimed to add will be available at launch which I'm very excited about. The date still isn't set in stone but Q1 2021 is still very likely. 

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