Gameplay Myth II: Soulblighter



screenshot of gameplay in soulblighter, showing selection of single unit. player has selected bowman named hadrian (the unit surrounded yellow rectangle). image shows unselected warriors, attacking enemy units. @ top of screen status bar. mini-map of battlefield below on right. @ bottom of screen control bar.


basic gameplay involves player selecting , commanding units. select individual unit, player clicks on unit. once selected, unit surrounded yellow rectangle, beside health meter, diminishes unit takes damage. units capable of utilising magic have mana meter in addition health meter. use magic, meter diminishes, , regenerates on time. units not regenerate health, however, , there no way construct new units (although in single-player missions, reinforcements automatically received @ predetermined points). select nearby units of given type, player double-clicks on individual unit of type. select multiple units of different types, player can either shift click (hold down shift key , click on each individual unit) or use band-selection (click , hold mouse button on piece of ground, drag cursor across screen. causes yellow box appear, grows , shrinks follows cursor s movement. when player releases button, units within box selected). player can instantly select units on screen, irrespective of type, pressing enter key. player can assign manually selected unit groupings specific key on keyboard, , when key pressed, instantly selects desired group of units.


once 1 or more units have been selected, player can click on ground make them walk selected spot, or click on enemy make them attack. units projectile weapons, such archers , dwarves can ordered attack specific spot on ground, rather enemy. important player have units facing in right direction. accomplished pressing left or right arrow key or moving mouse rotate direction of units move selected location. facing correct direction important when using formations, of there 9 available. after selecting group of units, player must press corresponding formation button on keyboard, , click on ground want units form. player can order selected units scatter , retreat. formations, commands such stopping, guarding, scattering, retreating, , reversing direction, available via single click in control bar @ bottom of screen.


when single unit selected, information unit appears in status bar @ top of hud; unit s name, brief biography, how many kills has, how many battles has survived, , (if capable of carrying items) inventory. when multiple units selected, names, types, , quantity of units appear, there no biography or information on kills or previous battles. hud features transparent overhead mini-map, displays information current battlefield; player s field of vision indicated yellow trapezoid, enemy units appear red dots, friendly non-playable units blue dots, , player s army green dots. player can click anywhere on mini-map instantly jump location. however, mini-map not display entire battlefield; player must explore area become mapped. player can order troops move location on mapped area of battlefield right-clicking on area in mini-map.


the player has full control on camera throughout game, , can move backwards , forwards, left , right, orbit left , right (keeps camera focused on single spot while making 360 degree circle around spot), rotate left , right (the camera remains in same spot player s point of view moves side side), , zoom in , out. movements can carried out via keyboard , mouse. using mouse move backwards, forwards, left , right accomplished moving cursor top, bottom, left or right of screen, respectively. player can select preferences allow them control rotation , orbiting via mouse, moving cursor top , bottom corners of screen, respectively. zooming can controlled either keyboard or mouse wheel.


selecting , commanding units forms basic gameplay of soulblighter, however. battles more complex commanding units attack enemy, strategy , awareness of conditions of battlefield, , weather, playing important roles. example, due game s physics engine, objects react 1 another, units, , terrain. can manifest in severed head bouncing off 1 of player s units , changing direction. however, can have more serious consequences. example, dwarf throw molotov cocktail @ enemy on hillside , miss, projectile rolling down hill towards player s own units. projectiles in general, both used player , enemy, have no guarantee of hitting anything; merely propelled in direction instructed physics engine. arrows, example, may miss intended target due small degree of simulated aiming error becomes more significant @ long range, or target may move out of way, or behind tree or building. if archers firing @ enemies engaged in melee combat, may hit player s own units instead of enemy, causing same amount of damage. true of dwarfs molotov cocktails. such, friendly fire important aspect of game. weather player must bear in mind. example, rain or snow can put out explosive-based attacks. easier projectile units hit enemies below them rather above them, , such, positioning of player s units important aspect of game.


single-player

in single-player campaign, player starts each mission group of soldiers, , must use group accomplish specific goal or set of goals. these goals can involve killing amount of enemies, defending location, reaching point on map, or destroying specific object or enemy. focus of single-player campaign on smaller force defeating larger enemy force; in every mission, light units outnumbered enemies, vastly, , player must use terrain, employ specific skills of individual units, , gradually decrease enemy force, or attempt avoid altogether. units in single-player campaign acquire experience each kill. experience increases attack rate, accuracy, , defence, , unit survives battle carry on next battle accumulated experience (assuming next battle features units of type).


multiplayer

when released, soulblighter used multiplayer gaming on bungie.net, or via lan on pc or appletalk on mac. in multiplayer, player starts army, , can customize trading units other players, using point values approximate value of units being traded.


multiplayer games include assassin (each team has target unit , winner being team kills opponents target first), choke chicken (identical assassin, except target unit assigned each team non-playable chicken), balls on parade (each team has ball; object capture many of opponents balls possible, winner being team in possession of balls @ end of game), captures (a number of balls on battlefield, winner being player in possession of balls @ end of match), flag rally (a number of flags on battlefield, winner being first player touch them all), hunting (each team must kill wildlife possible; each animal has point value, , winner team points @ end of game), last man on hill (a hill on map marked flag; whichever player owns hill when time runs out winner), scavenger hunt (a number of balls on battlefield, winner being first player touch them all), stampede! (each team starts herd of animals , number of flags; object shepherd herd enemy flags, each herded animal earning team 1 point. winner team points @ end of game), steal bacon (somewhere on battlefield ball; object ball , keep away opponents, winner being last team touch ball), territories (a number of flags on battlefield, winner being team capture , hold flags), body count (team deathmatch), , king of hill (a hill on map marked flag, hill captured when 1 or more of team s units move within range of flag , eliminate enemy units in same area; winner team controls hill longest amount of time).








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