Pantaleon is a turn-based strategy game in a medieval fantasy setting

The Crew

Pantaleon is being developed by:
Juan Jesús García de Soria Lucena - Skandalfo
Miguel Guzmán Miranda - Aglanor

The World


Tiles will be hexagons that conform a map of the desired size.
The hexagons will be on a grid numbered by rows and colums. From an hexagon, the adjadecent hexes will be marked as (clockwise, starting at top) NE, E, SE, SW, W, NW.
Each hexagon will have a number of properties regarding:


Maps are a collection of tiles. Maps will have 3 possible shapes:

Creatures and Units

The creatures will be made from unit templates. The creatures templates will have slots so you can attach creature features to them.


Creature Templates

A creature template will have the folling slots:

Limb Traits

A limb may possess 1, 2 or all 3 of the following traits. For instance, a bunch of tentacles may be locomotive, manipulator and striker): Notes:
The vertical bodies with locomotive limbs do not add to movement.
In combat, strikers from the first horizontal body can attack only the front hexes, strikers from the last horizontal body (assuming more than 1) can attack only the rear hexes, and strikers from the middle body (assuming more than 2) can attack only the side hexes, and only half of them in each side.

Creature Sizes

The size will be a scale factor that will affect the statistics of a creature.

Combat Statistic Definitions


A creature can have 0 or more attacks. Each attack has the following attributes:

Damage Types

An attack can cause 1 or more "damages". A damage has an amount (potence) and a type. Types of damage are as follows:

Lores ???

The Lores are the ancient knowledges that allow the creation of marvels and wonders.
As your kingdom improves in one or more of these knowledges, you will have access to new improvements ???:
By learning Summoning you will be able to create more complex creatures, bigger ones and with better body parts.
Alchemy gives you the ability to create substances wich will give one-time powerful boosts to your creatures, like healing vials or strenght augmenting potions.
Thaumaturgy allows you to create and cast more and more powerful spells as you learn the secrets of Magic.
Mechanics allows you to create better swords, armors and shields, and then create more complex machines like crossbows.
Construction give you access to new types of buildings that will improve your cities and their defenses.

Of course, these knowledges can be used together ???
Summoning and Alchemy will grant you access to creature parts imbued with alchemistic propierties, that will allow your creatures for instance to breathe fire or spit poison.
Summoning and Thaumaturgy will reveal you body parts that will grant your creatures magical powers like invisibility, unwinged flight or teleportation.
Summoning and Mechanics will let your creatures have mechanical body parts, like iron claws or wheels for legs.
Thaumaturgy and Construction will allow you to create Circles of Power and Portal Gates.
Mechanics and Alchemy will allow you to research powerful items like black powder weapons or steam powered cannons.
Mechanics and Thaumaturgy will grant you the ability to create magical items like flaming swords or enchanted armors.
Mechanics and Construction will let you build siege engines like catapults and siege towers.
Thaumaturgy, Mechanics and Construction will let you know the secret of the Artifacts: incredibly powered magical creations, of which only one at a time can exist.

The Combat Turn

  1. Update
    1. Calculate all effects
    2. For each creature
      1. Apply all effects
      2. Calculate casualties
  2. Creature Movement
  3. Creature Attack
    1. For this creature, check if it has a script of target selection
      1. If it has it, call the script with the current combat situation.
      2. If it hasn't, check which attack would do most damage. For each attack of this creature:
        1. Check which targets are in range.
        2. Add to the target a "possible damage amount" based on this attack.
      3. Once all the attacks are checked, choose the target with the most possible damage amount. If draw, choose the one with the most hit points left. In draw, choose the nearest. If draw, choose random. Doubt: should they attact directly the nearest? Or there should be a skill like "cold blood" for that?
      4. Make all the attacks in range against that target.
      5. Calculate damage and casualties




Heh, ignore this !