By: Doug Geiger <email@example.com>
Unit Tactics is a turn-based military (primarily Army) strategy simulation for the GameBoy Advance platform (with the possibility porting to other hand-held platforms). The main objective of the game is to act as the commanding officer of army units - e.g. squad and platoon-sized units, possibly up to battalions and brigades. It will offer basic AI in the individual soldiers - with each unit having a commanding officer capable of giving instructions to individual soldiers, even taking the initiative to respond to threats moving within their field of vision. Units can be instructed to utilize cover, moving at several speeds (e.g. slow, normal, double), and even to respond to opposing forces in different ways (e.g cautious, aggressive, etc.). The interface will provide an easy overview of the battlefield - providing the most important information to the player instantly, and providing easy access to most used commands.
Unit Tactics is a military simulation that will enable the player to take control of large numbers of troops, and deploy them against opposing forces quickly and easily, enabling the player to maximize the use of strategic manuevers and lightening movements to capture goals and subdue enemy forces, with a minimum of hassle and keypresses. It is a turn-based strategy game based primarily on the use of land forces, with use of sea and air as supporting forces. Unit Tactics is intended for the Gameboy Advance hand-held platform.
Turn-based military simulations have a long history - usually utilizing a tile-based framework, they allow the player to concentrate primarily on position and manuever to achieve the objective(s) of the game. Examples include historical military simulations such as the Civil War General series, Gary Grisby's Pacific War, as well as non-historical simulations, such as the many Risk-based games. An example of a turn-based strategy game for the Gameboy Advance is Advance Wars.
Unit Tactics is a top-down, turn-based, tile-based military strategy game focused primarily on land forces. The main game play mode will present the user with a partial view of the level, along with a mini-map representation of the entire level (not obscured by the fog of war), and the available actions (unit commands, intelligence, settings, exit, etc.). Units will be able to independently move in formation, scan for enemy forces, use cover while moving, and engage the enemy. The player acts as the unit (squad, platoon, etc.) commander, and issues orders on where, how and when to move, along with formation type, movement speeds, route (shortest, cover, avoid enemy, etc.), and aggressiveness (cautious, normal, high, etc.). The units can be given precise waypoints, as well as objective points (capture bunker/hill/etc., destroy enemy unit(s), etc.). Units will be able to negotiate terrain automatically, modifying the formation to fit the available space (bridges, narrow passes, etc.), and will have simulated fields of vision based on formation position, and terrain. The command structure will allow the player to take over lower level positions to take personal command of squads, etc. - or to act only as the battlefield commander - relying on the subordinate (AI) commanders to carry out the details.
Turn-based military strategy simulation
Possible future: Other Hand-held Platforms
Upon boot-up, a brief intro screen is presented to the user, followed by the main menu, which has the following options and their resulting screens:
This menu presents the player with a selection of small scenario-based levels to play. It is presented as a way to practice, as well as offering alternative game play besides the campaigns. Once a level is chosen, the player is brought into Game play mode, and the selected level is loaded
This menu presents the player with a selection of campaigns Ė either new campaigns to start, as well as any existing campaigns that can be resumed. Once the campaign is chosen, the player is brought to Campaign mode, and the selected campaign is loaded.
This mode presents the player with all of the levels in the loaded campaign. Players will be able to replay levels already completed, but can only progress through the campaign as each preceding level is beaten (i.e. the player canít skip through the campaign). Any stats on completed levels will be displayed (e.g. score, # of turns, # of enemy units destroyed, etc.). Once the level is selected, the player is brought into Game play mode, and the selected level is loaded.
The main game play mode is a top-down view of the level, or a portion of the level, along with a mini-map of the entire level, and (hideable) available actions (unit commands, intelligence, exit, etc.).
This menu presents the player with all of the player-settables (e.g. sound on/off, etc.).
Unit can be detached from parent units (platoon, company, etc.). These will typically be scouting parties. This detachment will be automatic when the unit is selected by the player and given new waypoints. Detached units will not inherit waypoint or objectives from their parent unit.