I vowed recently on the development log to spend two more working days on combat and then share a playtestable prototype. Well, I took a little vacation, I had to wrap up another project, and then there was the holiday, so I finally reached my goal today after an estimated four solid engineering days within that broad time interval.
So that’s good news! This is an iOS project that ought to work equally well on iPhones and on iPads. I’ll be distributing this build using the Testflight app, so please visit this link to get registered and send me your device’s unique identifier.
This month’s (well, last month’s) prototype covers the core combat of Vikingr. In practice, it would be situated in a larger, more strategic game of viking household management and political simulation, forming an intense, risky, and uncertain means to fame and fortune. Raiding—or being raided against—is one of the emotional high points of Vikingr. Please keep in mind that all art and UI are temporary, and the introductory screen is best thought of as a “debug menu”. One notable difference between this prototype and my future goals is that not all visits to other households should be raids: even in the context of viking raids, a smart raider would prefer to trade with a household that seemed too tough a fight to pick.
Vikingr requires the use of Apple’s Game Center service. Before you launch this game, please log out of Game Center using Apple’s Game Center app. Vikingr will ask you to log in to a special “Sandbox” version of Game Center, and you should create a new user account for this “Sandbox”.
You’ll need someone else to be playing on their device at the same time; alternately, you can choose “Fake Attack” or “Fake Defense” to play both sides locally. If you do play on the network, I highly recommend WiFi over 3G connections—I haven’t put much effort into resolving bugs with 3G multiplayer yet.
For now, everyone is in Iceland and the only valid attack location is Iceland. If the UI tells you that there’s no one to raid in Iceland, go ahead and “Fake” it.
Once your raid begins (or once someone raids you!), tap one of your four vikings (with the green circle at their feet and green names) to activate him. Once active, you can change the direction he’s facing with the arrow buttons or change his combat stance to “Reckless (Attack)”, “Prudent (Attack)”, or “Cautious (Defense)”. There are also two buttons behind the character; the grey one surrenders and the red one flees. In either case you lose control of your viking, but they might escape the fight with their hide intact. Viking culture looks down on retreat—even though your viking’s surrender may be rejected by your opponent (with deadly consequence), at least he won’t live with a reputation as a craven coward.
To move one of your vikings, drag him with your finger. Valid movement destinations will light up blue. Move your finger to another hex and release it to start him moving. After this movement, you may notice that a number on top of the viking is slowly decreasing; this viking cannot move again until this “fatigue” counter returns to zero.
A viking in an attacking stance will strike at anyone in front of him and will turn to face any attacker. As he deals wounds to others (or as he is wounded!), combat messages will appear. Don’t get too distracted by individual encounters—you can use the many vikings at your disposal to gang up on an individual enemy or to split up brawls into less dangerous skirmishes.
If a viking receives too much damage to one of his six body parts (head, torso, left arm, right arm, left leg, or right leg) it will become crippled and then ruined. A ruined left arm prevents a viking from blocking with his shield, and a ruined right arm keeps him from attacking. A viking with no arms will surrender automatically. Damage to the legs will reduce the viking’s movement radius, and ruination of the torso or head will result in death.
The raid is over when all vikings on a side are fled, surrendered, or killed. Afterwards you may read a textual summary of the battle’s outcomes sorted by each viking’s perspective.
A future prototype will target these combat results. It will recognize patterns in the combat and movement record and grant vikings titles, epithets, stats, personality traits, and other narrative outcomes based on their relationships to each other and to their enemies, and present them in a more exciting format.










