@keithwipf1, my next big project is a Moddable multiplayer gaming platform.
It is a pretty sizable project, and my life lately hasn't left me much time for programming, but I have been making some life changes and will hopefully be able to devote more serious amounts of time to it soon.
I expect a Tactical Battle Remake to be part of that larger project.
I think TB would be a better multiplayer experience if each unit had a speed that determined when it could take action, so that both players were getting to perform actions more frequently, rather than waiting for a single player to move all their units at once.
Additionally I think there should be something like a 30 second timer per unit, so that if you haven't performed all the actions you want to with that unit before the time runs out then it loses its turn and the game moves on to the next unit that is ready to perform an action.
I also expect to write several other small turn based and grid based games, which is why I have a strong interest in improving the audio interface for exploring and visualizing the map.
The Tactical Battle remake isn't really my focus, just something that is likely to be part of the larger project.
Eventually I will also have real time games such as platformers, top down, and first person games, though while I have prototyped some of that, it is farther off than the turn based games.
@Defender, I just checked and the currently running TBServer process has been up since October 16, 2018, which is no doubt the last time someone emailed me to mention it was down so I could restart it.
That is 5 months of uptime.
I can't say how long it was down before that, but I do restart it pretty quickly whenever someone sends me an email saying it is down.
If ever you're feeling sad about it, first try connecting to see if it is actually down, then if it is, send me an email letting me know you'd like to connect to it and I'll be happy to restart it.
We must all fight against the sadness!
@simba, sorry, but I have no idea why that would happen.
I just downloaded a fresh copy of TB and confirmed my email, which then took me to the main menu of the game.
Have you tried downloading a fresh copy of the game?
@zakc93, yeah, I think it will be helpful regardless of people's current mental mapping abilities, helping them to be able to handle larger maps than whatever their current limit may be.
I'm also trying to focus more on sound effects that inform the player, rather than relying so heavily on TTS.
For example, in my new project you would hear the spatial position of your review cursor moving on the board via stereo, pitch, and volume adjustments, but wouldn't hear the coordinates announced every time you move to a new tile.
You would also hear the terrain and unit sounds positioned via stereo and volume, though not pitch since we don't want to distort those sounds.
There would still be a key you can easily press to hear more info about the tile such as the terrain and unit names, and the exact tile coordinates.
We need to find the right balance between both, but my previous games have been very TTS heavy, Tactical Battle being a very good example of this.
Another thought is that the 10 by 10 tile chunking could allow you to review a list of all friendly or enemy units that are on the current page of tiles.
The paging becomes a natural option for dealing with a smaller set of units at one time.
ShadowRine is a good example of an action RPG that uses chunking for its maps.
It is broken into rooms, like the original Legend of Zelda, and breaking it down this way makes it easier to remember how the rooms connect to form the overall map, while only needing a vague recollection of what is in each.
It also lets you deal with just the enemies that are in the current room, without even considering other rooms.
~ Ian Reed
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