Of course, the traditional turn-based system has quite a few ways they tried to solve these, but they were kinda incompatible with my core idea. If you can instantly move multiple tiles, you actually open a big can of problems. A big design space is important for me as the game will have 100+ skills to work with, and this can make interruption a lot more interesting, than just generic lengthening of the recovery time. With knowing what is the exact skill you interrupt, the interrupting skills can behave very differently (think like the coward's bane skill in the demo, which only interrupts a moving unit, but that unit will be in addition knocked down). It is more of a Guild Wars concept, but I kinda like it and wanted to preserve it. It is again, just lengthening of the recovery time of a unit, not really an interruption. In case of interruptions, while it is possible to delay a unit in a game with initiative bar, but you don't really know what is exactly you delay. Another issue is which I find a bit illogical, that if I wanted to implement a big slow attack, the attack itself would actually not be slow (as it happens instantly), the recovery time would be slow (which means actually the next skill was slowed). I wanted a way to interrupt and be able to use movement as a defense. The problems I had for starters is that if actions happen instantaneously, then if the big guy with a two-handed hammer starts to attack, there is no counterplay available for the agility guy (expect to be not in range, which is a tall order for someone who needs to do damage in melee). As I mentioned before, the core idea was that I wanted a system where movement should be important for an agile fighter, and to generally make melee combat more interesting than people going into melee range and then just attack each other. This solved a number of issues I had with the traditional system. Basically, the system is working like those, with one big difference, nearly no action happens instantaneously. I was thinking along this line when I started designing the game (though I was thinking more of Final Fantasy Tactic, but the basic of the combat system seems quite similar to the games you mentioned).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |