I am not a big fan of strategy games. I tried playing XCOM: Enemy Unknown as I heard about the stories other players had playing the game and… it was okay. I enjoyed it until my best squad members with all my best equipment and I stopped playing the game. I recently played Mario + Rabbids Kingdom Battle and I enjoyed it much more, even though I had some issues with some of its design decision. This made me think how I would design a strategy game if I were to make one, and that is what this post is about.
October 2022 Update
September 2022 Update
New levels, new bugs, new builds. That is the summary of this month.
August 2022 Update
It was a slow start this month as I said in my previous development update, but I managed to get a lot of work done, including local multiplayer, new game modes, GUI, fixes and steam builds ready for early players!
July 2022 Update
Another great month, with new weapons, bug fixes, updated zombies, a new GUI, and TACTICAL BANDITS being approved for one console already!! The end of July and beginning of August will be a slow period for TACTICAL BANDITS development as I will be working on some non-development stuff.
One thing I did not manage to do was create any new GIFs or videos, well any usable ones anyway.
June 2022 Update
This was a great month for game design, as I have got most of the content needed for TACTICAL BANDITS written down in my game design document. I then created a schedule for all the work needed and, if everything goes to plan, the PC development of TACTICAL BANDITS will be done before the end of 2022!!
May 2022 Update
A lot of progress was made on TACTICAL BANDITS development this month, but I still missed the deadlines I set for myself.
April 2022 Update
This month’s development was 1 step forward and 2 steps backward.
March 2022 Update
This past month I have been focusing on the melee combat, something that also Will Smith seems to be focused on right now.
February 2022 Update
I’m 2 for 2 in 2022 with updates. But this update is going to be a much smaller one, as I did not have a chance to do much work on my games.