The grey line shows an early version of the cable. When connected, cables provide oxygen for player agents. The player must attach cables from inside the shaded floor area. When attached to a player agent, the cable behaves like an extendable hose. It will get caught on obstacles, and will retract and free itself if the player agent moves back along its path.
Resource Management
I wanted to experiment with designing mechanics alternative to turn timers that encourage players to move round levels in a turn-based tactics game. Rather than playing defensive and waiting for enemies to come to them, players must move from fortified positions to collect resources.
Game Architecture
Left behind is a turn based game. For this, I tried creating a chain of responsibility. The GameManager triggers top-level turn-based 'events' which dicate subsequent Manager classes' behaviour. The lesser Managers track and process data of player or enemiy agents. The behaviour of agents is contained within states.
Player States
The agents follow a state pattern. I did this so the interaction between specific agent behaviour types (Idle, OutOfEnergy) was much clearer. This meant code implementation could easily be copied from gameplay flowcharts and diagrams.
State Factory
Another new programming pattern I tried was the Factory Pattern. I used this so I could easily code different agent types. Different types of enemies could use the same state machine, but use different factories, and therefore have acess to different states.