Wednesday, August 30, 2017

Combat, part 1


    A huge part of Bounty of Pixels is battling other monster packs. Now I already wrote an article at IndieDB why we choose the JRPG system, but a quick repeat:
- We wanted combats to be quick, so we removed the "moving in battle" element
- But that dumbed down combat too much for our taste, and made "not losing units" impossible, that forced players to go back to recruit units after every combat
- Thus, JRPG combat system gives us both the option that units regain all HP after combat (no more "I lost 3 goblins, I have to go back" feeling), and gives more depth by adding abilities and energy.
Now this is clear, but what about the details?

    We have a pretty vanilla combat system, so units have HP, Damage, Attack and Defense. This is pretty much self-explanatory. If you read this blog, then I pretty much assume you know what these do :)

    Units also have "tags" that affect which spells affect them and what are they vulnerable to. For example an Inquisitor's skill is stronger vs the tag "undead", while a hunter is stronger vs "beast". Some tags also have an innate trait, like undead are stronger at night, flying has some chance to dodge, living is affected by healing more but also vulnerable to poison.

Seems simple this far, right? Trust me, it gets more complicated :) More about the skills next time.

No comments:

Post a Comment

Halloween Progress Report

Just some words about our current progress. Creatures - Art (~70%) The total number of planned creatures is 100, plus 10 bosses, t...