More updates later.
Showing posts with label combat engine. Show all posts
Showing posts with label combat engine. Show all posts
Wednesday, April 8, 2015
Combat Engine Video
The combat engine continues to come along nicely. Here's a video, which I hope will give you all a feeling of the classic Gold-Box style combat:
More updates later.
More updates later.
Labels:
combat engine,
Gold-Box Games,
programming,
turn based combat,
video
Wednesday, April 1, 2015
Tactical Combat - The Journey Begins
It took me a couple of tries, but I finally managed to get the beginnings of a tactical combat engine working for the game. It's in its real early stages, but I'm going to provide a screenshot for future reference. That way, years from now, I can look back and remember when it all started.
Here's the screenshot. It isn't much to look at. Ignore the empty blue space around the combat field. Those will later be filled with information about characters and buttons that allow the player to do things. For now, it's just empty blue area.
There's lots of changes to come. Should be interesting to see where it all ends up. This will put the game a little closer in style to the original Gold-Box games, which is kind of what I want.
Here's the screenshot. It isn't much to look at. Ignore the empty blue space around the combat field. Those will later be filled with information about characters and buttons that allow the player to do things. For now, it's just empty blue area.
![]() |
| Moving around the battlefield. |
There's lots of changes to come. Should be interesting to see where it all ends up. This will put the game a little closer in style to the original Gold-Box games, which is kind of what I want.
Labels:
combat,
combat engine,
Gold-Box Games,
programming,
SSI
Friday, June 14, 2013
Combat Screens
I've been thinking a lot about how I want to approach combat in this game. There are a couple of different options. The one I wanted to pursue was to do the combat in a manner similar to the old Gold-Box style games (Pool of Radiance, Curse of the Azure Bonds, etc). But, the amount of work involved might be more than I want to undertake at this point, since the project is already so large.
There's a term called "scope creep" that's appropriate here. You start off with a project that is simple, but you continue to add new things to it and it gets larger and larger and takes longer to finish. Eventually, you add so many new things that you just lose track of what you're doing and the whole thing sinks.
Let's take a look at the original way that combat was presented in the old version of the game:
Some of the feedback I got was that this kind of combat wouldn't be as "tactical" as other combat options. I took this to heart, but I'm starting to think that those people don't understand my vision for this game. I wanted it to have combat similar to the SSI game "Phantasie," and that's exactly what I accomplished.
So, even though I haven't made up my mind 100% yet, I'm starting to work out how the same combat system would work in Unity. So far, this is what I have come up with (this is a staged combat between a party of female adventurers and several goblins and giants in the forest):
This is an early version screenshot that I created just for layout purposes. It isn't a working system at this point (but that will come soon enough).
Perhaps, instead of trying to replicate what has already been done, I should just stick with the combat engine I already created and update it. It's different from what you usually see in western style CRPGs. And even though it is similar to combat systems you sometimes see in eastern JRPGs, it's not quite the same.
It's still a toss-up at this point. I originally pursued the type of combat I did because it was better than the "text-only" style of combat that appeared in games like "The Bard's Tale," but still simple enough for someone to pick up pretty easily. I think that combat like this can still be "tactical," even if you don't involve yourself in a lot of moving around. You still have to know when to cast precious spells or hold on to them, when to heal members of your party, and which opponents to strike to do the most damage and bring them down before they can hurt you.
It's a tough call.
There's a term called "scope creep" that's appropriate here. You start off with a project that is simple, but you continue to add new things to it and it gets larger and larger and takes longer to finish. Eventually, you add so many new things that you just lose track of what you're doing and the whole thing sinks.
Let's take a look at the original way that combat was presented in the old version of the game:
![]() |
| Fairly simple |
Some of the feedback I got was that this kind of combat wouldn't be as "tactical" as other combat options. I took this to heart, but I'm starting to think that those people don't understand my vision for this game. I wanted it to have combat similar to the SSI game "Phantasie," and that's exactly what I accomplished.
So, even though I haven't made up my mind 100% yet, I'm starting to work out how the same combat system would work in Unity. So far, this is what I have come up with (this is a staged combat between a party of female adventurers and several goblins and giants in the forest):
![]() |
| Same simplicity |
This is an early version screenshot that I created just for layout purposes. It isn't a working system at this point (but that will come soon enough).
Perhaps, instead of trying to replicate what has already been done, I should just stick with the combat engine I already created and update it. It's different from what you usually see in western style CRPGs. And even though it is similar to combat systems you sometimes see in eastern JRPGs, it's not quite the same.
It's still a toss-up at this point. I originally pursued the type of combat I did because it was better than the "text-only" style of combat that appeared in games like "The Bard's Tale," but still simple enough for someone to pick up pretty easily. I think that combat like this can still be "tactical," even if you don't involve yourself in a lot of moving around. You still have to know when to cast precious spells or hold on to them, when to heal members of your party, and which opponents to strike to do the most damage and bring them down before they can hurt you.
It's a tough call.
Labels:
combat engine,
CRPG,
programming,
turn based combat
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