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Templar's Bounty (Formerly known as Turn-based Combat Game)

  • 12 posts
    #1 Sep 29, 2012 at 21:56 UTC - 3 likes

    Development History:

    About 3 years ago I started a project here on sc2mapster called “Turn based Combat game”, which was an attempt to create a game reminiscent of King’s bounty and the Heroes of Might and Magic series. About 2 years ago I released the first public version of the map, but at that point the only thing you could do was play against the AI in a preset battle scenario. Basically, it wasn’t much of a game, but more like a combat system demonstration.

    Since then, progress has been very slow, and I constantly wanted to add more and more features before I felt the map was ready to be released. Nevertheless, I’ve finally ended up with something more than just a system demonstration (at least I like to think so), so I’ve decided to release the map.


    Like I mentioned before, the gameplay is heavily inspired by the Heroes of Might and Magic series and King’s Bounty. Most of my time has been dedicated to the combat system itself, so outside combat the game is relatively simple and straightforward.

    Templar’s Bounty is basically a single-player game where you walk around with your hero and a party of up to 5 different unit types, encountering randomly generated enemy parties and buying new troops as you level up/lose troops.

    Combat is enacted on hexagon-grid battlefield where units take turns performing various actions such as moving, attacking or using abilities. Your hero is also able to contribute by increasing the strength of your troops and casting spells. Below is a video showcasing a battle:

    So anyway, I hope you feel like trying the map and I look forward to hearing your thoughts about it. It is currently published on Europe.

    Project Page Link:

    Last edited Sep 29, 2012 by Hamstroman
    #2 Sep 30, 2012 at 00:43 UTC - 0 likes

    Sorry that I can't provide useful feedback (don't have an EU account) but I wanna say it looks really cool. This is the most complex (and functional) turn based grid system I've seen for sc2 (which is neat).

    Nice job and I think you've done it right. For HoMM at least you have a small area of grids for battles. Other games like advance wars have the problem with overly large grid areas or only one board to play on (with one terrain set).

    I think it's fine to have mostly a refined combat system. Have you tried out SquadCraft 2? :P. There's no story in there but heaps of tight and interesting mechanics for players to experiment with and take advantage of.

    If Zolden has read the op I think he might find this useful for an upcoming project.

    Again, very nice work and I'm sure this grid system could be useful in very interesting ways, including being part of an rpg like HoMM or a new type of advance wars with mini battles.

    Current Project:
    Blitz Fire (WIP)

    Review Thread:
    Trieve's Test Fest

    #3 Sep 30, 2012 at 11:44 UTC - 0 likes

    @Trieva: Go

    I have, but I can't watch videos becasue of very slow connection here. I'll check this when I get back home.

    #4 Sep 30, 2012 at 15:18 UTC - 0 likes

    nice one. You did a great work with this.

    Chronicles of Azeroth - Brave heroes, walk again in the land of Azeroth, with the remake of warcraft 1,2,3 and new episodes based on world of warcraft lore- Temple of Ahn'Qiraj, Burning Crusade, Wrath of the Lich King, Cataclysm.

    #5 Sep 30, 2012 at 19:40 UTC - 0 likes

    @Trieva: Go

    Thanks for your comment, I had forgotten all about uploading the map to mapster xD. It's available for download now on the project page for people without EU accounts.

    I tried Squadcraft briefly a couple of months back, and though i never got to play through it all i definitely liked the concept a lot. It's always nice to see other people creating turn-based strategy games, as these seem relatively rare these days :).

    @Domper: Go

    Kind words are always appreciated :3.

    Last edited Sep 30, 2012 by Hamstroman
    #6 Oct 07, 2012 at 09:40 UTC - 0 likes

    Oh, cool, you even used Homm music!

    I'm impressed, looks convincingly and awesome. How is the global movement loooks?

    #7 Oct 07, 2012 at 10:19 UTC - 0 likes

    @Hamstroman: Go

    Thanks for making it available :)

    I'm glad you like my map. If it was SquadCraft you tried I encourage you to try SquadCraft 2 if you're interested. It's a different map with so much improvement like you would not believe ;)

    EDIT: Sorry if it looks like I'm advertising myself but I'm just letting people know my map is there for those who enjoy very unique/interesting strategy games (or TBS) since I don't know who checks out info about my project ;)

    Last edited Oct 07, 2012 by Trieva
    #8 Oct 09, 2012 at 19:17 UTC - 0 likes

    @Zolden: Go

    The global movement is unfortunately not very amazing. You basically move your hero around in real time and engage enemies by attacking them or by getting spotted by them. Ideally i'd want the movement to be similar to the movement system from Heroes of might and magic, but that's easier said than done :P.

    #9 Oct 09, 2012 at 21:11 UTC - 0 likes

    Ok, I'll try to play it. Maybe it will change my mind. I was about to do the same - turn based combat, realtime global movement. ANd I think it's good. Because global turn based thing may make it hardly playable. Are there artifacts, mines, castles and stuff? Are heroes levelupable?

    #10 Oct 10, 2012 at 04:27 UTC - 0 likes

    For the global movement you could copy my idea from SquadCraft 2. My approach was every unit will run out of actions every turn but it plays in real-time so all players move simultaneously.

    It's like a super quick turn based mechanic or a slowed down strategic real-time depending on how you look at it ;)

    Last edited Oct 10, 2012 by Trieva
    #11 Oct 11, 2012 at 21:59 UTC - 0 likes

    Ok, played it, and global movement is truly simple. But TB batte system is just perfect. You could make a pretty nice mod by inproving the global movement. It can still be realtime. For example, play my first attempt of remaking homm game. It's totally real time, but has some similarities wih the original. It's on EU and its name is 'heroes of might and magic'.

    Btw, I have that param/value/... thing instead of all texts. Maybe you need to republish your mod somehow.

    #12 Oct 12, 2012 at 00:55 UTC - 0 likes

    Hopefully the real-time global movement can work (with TB battles).

    It seems easy to abuse by avoiding battles and racing back to the castle to pick things up. You could have a super force with your hero, wait for the enemy to finish their battle, then destroy them while they're weakened :P

    There's also the issue of income. Players who are currently battling cannot use it straight away like buying things at their castle (unless that feature is added). Do players have to quickly buy castle reinforcements before the gate is attacked? It seems unfair if they were busy exploring and deciding what to spend their resources on, like recruiting more soldiers (globally), then their gate is rushed before they can do anything strategic.

    EDIT: The game needs some sort of turns mechanic (imo) so that all decisions are processed at the end giving players time to do things strategically and not be unfairly defeated.

    Last edited Oct 12, 2012 by Trieva
  • 12 posts

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