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Battle system changes

I'm nearing completion on the core framework for the new battle system. Once the final pieces are in place, I'll be releasing a new test version so people can try it out.

The reason I completely changed the battle system from the turn based one I had originally planned is that I don't want to implement grinding in my game. Instead combat is primarily skill based – dodging, blocking and attacking at the right moments, while observing the foe. You will be able to equip weapons, shields, armor and accessories, but there are no levels and growth of stats. My goal is to make items relevant as strategic choices, not something you throw out just because you've reached a level where they are no longer relevant. To make this work, items will have benefits and drawbacks. Heavy armor has higher defence but slows you down (sprinting with heavy armor depletes stamina quicker), more powerful weapons might require more initiative to use and so on. This is still something I'm working on and planning out, but the idea is that I want to reward the player with tangible benefits and items that are interesting strategically.

Regarding the core battle system, here's how it'll work:

Battle system core principles
Battles take place in their own area – that is, you bump into an enemy and get transported to a battle "arena". In here battles are 1 on 1 and in real time. However, you do not move your character around; you have access to 4 skills based on your equipment; attack, special attack, defend and dodge. Defend becomes a parry move (or something else) depending on your off-hand equipment. You have a set amount of "initiative"; each skill uses 1 initative except for Special attacks, which use 3.

The key to battles is to use the right moves at the right time; the enemy will attack, defend, dodge or parry at semi-randomized intervals with an AI system in place. You'll have to observe and attack when the enemy's guard is down, block or dodge when they attack, or spend a lot of initiative on a special attack when the timing is right.

Different enemies will have different attacks and behaviors. While I only have one enemy type right now, the system is set up so that I can make a lot of different kinds of custom AI's. Plans include heavily armored enemies which must be attacked when their guard is down for any damage, slow but heavy hitting enemies where blocks are not as effective (you'll take damage even when blocking), ranged enemies that are super quick with their attacks, and more.

Initiative resource
The initiative resource is always full when you start a battle. It refills over time based on your equipment (pistols allow quicker initative recharge than swords, for example). I'm also considering taking armor and weapon weight into account.

You start out with 4 initiative. Certain moves will refund initiative if they are succesfull, like the Dodge move. If you dodge but the enemy doesn't attack (or you get hit because your timing wasn't right) then the initative cost is lost as normal. However, if you succesfully dodge an attack, a SFX is heard, you take no damage and the initiative cost is returned to you. Dodges have a much smaller effect window than blocks to make up for this.

Current moves / skills

Sword
Normal attack: Elena jumps forward and attacks with the sword. If the enemy uses a blade weapon and attack at the same time as Elena, the attack is parried and neither take any damage.
Special attack: Elena jumps backwards and becomes temporarily invincible as she charges up and rushes forward with lightning speed, pierching the enemy. This attack is unblockable and does a lot of damage.
Gun
Normal attack: Elena fires a quick shot at the enemy. Misses if the enemy is moving. Has quick downtime and doesn't leave Elena open to attacks for long.
Special attack: Elena jumps backwards and becomes temporarily invincible as she charges up and shoots three explosive bullets at the enemy. These then explode and cause a lot of damage.

Default moves
Block: If a shield is equipped in the off-hand slot, Elena can use a Block move. This blocks light to medium attacks completely for a short time, and halves damage of heavy attacks.
Dodge: Elena dodges quickly, evading any move if timed right. Also returns the spent initiative if succesful.