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Screenshot Survival 20XX

Hello!



Looking at the bottom right, you'll find 7 icons to represent character "skills". I'd like to know which one you think is the best one or what I should add to make it the best one.

Thank you!

[Unity] Die Based RPG Combat

An example:
Rogue rolls 2 die while goblin rolls 1.
Rogue gets: 3 and 4 Goblin gets 3.

Rogue wins by one.

1-2: 1 damage
2: 2 damage
3: 3 damage
4: 4 damage
5: damage


Five tiers.

Goblin wears a leather armor with a protection of 1 and a durability of 10.
Goblin doesn't take any damage but armor durability goes down by 1. So maybe the weapon damage is too low. Something like:


0: grazing 1 damage
1: 2 damage
2: 3 damage
3: 4 damage
4: 5 damage
5: 6 damage


That would probably work better. No? In that example, the goblin would take one health damage point and one durability. Wouldn't that work?


I want to keep the health in a lower digit like the other characteristics so that's why I need to be careful when setting the armors and weapons.

Feel free to provide an example of your own, I find it's easier to understand with an in-game example.









[Unity] Die Based RPG Combat

I should add that I love the graphics so far.


Thanks!

That armor thing is quite a challenge. There has to be a better way. I think I'll probably have to go with:
1. Reduce durability by one each damage you get hit. It's simple, keeps numbers low, and intuitive. It will also closely match my system, which is where durability is reduced by the protection value.


It's not the perfect but at least it's simple and manageable.

I just thought of something:
I could simply base the durability reduction on the type of hit you've received, light, medium and serious and critical hit. We've discussed this before:
1-2: light wound
3: medium wound
4: Heavy wound
5: critical wound


Durability Reduction:
Light wound: 1
Medium wound: 2
Heavy wound: 3
Critical wound: 4

I think it would work while keeping the small increment I'm going for.

[Unity] Die Based RPG Combat

If you want to keep things simple, I would go with making movement cost more for the dwarf. That way you could just list the movement cost in energy for the dwarf and it will feel like any other action (since, if I understand it correctly, all actions have movement costs). The downside to this method is that you'll need to use larger values so that you can have smaller gradients in movement (so not 1 vs 2 but more like 2 vs 3 or 4 vs 5).

I don't want to have higher increments, it would clash with the rest. The highest score for a stat would be 10 which is pretty much legendary.

What I did was to add a movement value (the boot icon):


This means the Rogue can move 4 tiles free of charge (energy-wise). Any extra tiles beyond that would cost 1 energy:



Regarding armor, I'll just go more or less with this:
As for the armor, in the example you quoted I intended the character to still take damage to HP anytime damage exceeded the armor's protection value.



Light armor provides 1 protection and various durability depending on the armor.
Medium armor provides 2 and various durability depending on the armor.
Heavy armor provides 3 and various durability depending on the armor.
Exceptional/unique armor would provide 4 (and various durability).

For example, you could have a wizard garb and the cloak. While both provide a protection of 1, the durability for the cloak if 10 while the wizard garb is 5.

Every time the character is struck, damage is reduced by the protection of the armor. For example, a damage of 4 would be reduced by 1, meaning 3 damage would be taken.

Durability goes down depending on the damage taken. Here I have two choices:
a) durability is reduced by the damage protection. For example, taking a hit of 4 for a cloak would reduce durability by 1.
A chain mail, with a protection of 2, would lose 2 durability.
The problem with this is that in a way in doesn't make sense. A blow of 4 should reduce durability of the cloak a more than the chain mail. So this doesn't really work.
b) Have armor lose the same durability regardless of the blow with every hit, say 1. This would make things easier to keep track of but it doesn't make sense either. A powerful blow should damage armor more than a light one...

I don't want the second skin option. So I need to find a better solution for durability management.

Screenshot Survival 20XX

@ESBY:
3. Flowerbeds and some elevated bridges.

I'm not sure I understand what you mean by that? What would the bridges be based on? The top of the hedge or some wall somewhere?

@Lockez: Thanks, I've integrated a few of those ideas. I'll show you the new result soon.

Screenshot Survival 20XX

@Mirak: Erilex's screen is definiely not pixel art.

@Erilex: I like the modern setting, it's looking good. The only thing bothering me are the tiles which are bland compared to the rest and break immersion.

Heavy WIP

I'm experimenting with the idea of a hedge maze (never mind the big tree in the lower left, I'm experimenting):
1. How would you assemble the hedge from the stairs? I'm stumped.
2. Do you think the hedge is high/thick enough compared to the miniatures?
3. What else could I include to break the monotony inside the maze? Roots? Patches of grass? Statues?

Thank you!

[Unity] Die Based RPG Combat

I checked the Excel sheet but I'll be honest and can't really come to any conclusion about it, especially about the grazing. What's your conclusion about it?

I've also got a new problem I have to find a solution about.

Basically, it's energy. Energy is my equivalent of action points. This means that every turn, you trade in energy for various actions be it using skills, casting spells and movement.

The thing is that I don't want all characters to behave the same regarding energy spending more particularly when it comes to movement.

I thought of having a single unit such as 1 tile = 1 energy to move around. But then I think some classes, like the Dwarf, shouldn't be able to move as nimbly as the rogue. His movement should be more limited.

One solution would be too give more energy to the Rogue and less to the dwarf. But that's not perfect. I want the rogue to move around more around the battlefield, I don't want it to necessarily be a lot more active than the dwarf when it comes to using skills.

I could have a situation where the characters use different energy amount to move one tile. This would make things too complicated I think.

Another solution could be to provide a new stat, movement, to each class. Each class is allowed a certain amount of "free" tiles before they need to spend energy. The rogue would have higher movement than the dwarf for example. I like this solution the best but it *would* involve adding one more stat which makes things more complicated. I want to reduce stats to the strict minimum, sticking to whatever is necessary.

Any other solutions?

[Unity] Die Based RPG Combat

If you want to stick with a single die as damage, definitely go with the idea of using the next highest totals after ties, because that ups the advantage of having additional dice. Otherwise, the extra dice feel really worthless (imagine how you would feel if you roll 6, 6, 6, 6 and the other guy rolls 6, 2, 1, 1 and then wins the re-roll).


The problem with this is that it negates grazing. I wanted both characters to get damaged if they rolled a tie. I think I could use the next highest roll only if a 6 is rolled? I think that's likely solution.

As for my confusing comment, when I wrote "5 damage levels" I just meant that right now you're proposing at most three damage levels for weapons (1-2, 3-4, 5) and I'm just saying you should have one level for each possibility (1, 2, 3, 4, 5). That doesn't mean you can't have weapons which do the same damage for more than one level. It just means that you can have weapons that will do different damage for all levels. Restricting things to at most three tiers is just a method of reducing the randomness. And as I tried to hint at in my previous post, if you're making dice a big part of the game, embrace the randomness that comes with it. You will get unlucky. You will suddenly take a ton of damage, or have a bad fight. So embrace it. Just make sure that there are ways for the player to recover from a string of horrible luck (quick restarts, not a lot of lost progress, or just raw mitigation techniques like the MP stat you suggested).


Yes, it is to reduce the randomness. Hmm... I'm still on the fence about this. It'd require a lot more design time to tailor all damage levels than 3 to be honest. I know, that's not the best approach but I need to be very cautious of the scope. Keep things limited, don't go overboard. Most important lesson in indie game design for me: keep scope limited.

That said, if you are willing to keep your stats very strictly controlled, you can do flat reductions effectively. It's just hard from my side to say much about that, then. As mentioned, doing flat reductions definitely run the risk of allowing the player to become invincible.


So I need to find something else then.

Perhaps with armor protection and durability, you could make it so that the amount of durability used is how much damage is prevented, not how much gets through. So if you had 2 protection and took 1 damage, you would lose 1 durability. If you took 5 damage, you'd lose only 2. That means the armor wears out even if it blocks all of the damage, but won't wear out any faster if you do take damage. So no invincibility, but there's still a (small) advantage in facing damage rolls which are smaller than your protection value.


I like that idea as long as it doesn't mean that armor goes first and life after like Binding of Isaac, I don't want that. I don't want armor to act like a second skin. I want it to reduce damage, not nullify it (regarding your last paragraph).

[Unity] Die Based RPG Combat

You should also consider how the number of dice being rolled scales, because at a certain point both sides should expect to roll 6 every time. So if it were me, I'd look at allowing multiple dice to play a roll in the damage calculations. Maybe half your dice (rounded down) are added together and compared against the same number of dice on the defensive side (if available). The current concept of using only the highest dice still applies.

Hmm... that's true, didn't think of that. I want the max die roll to remain fairly low however. I'm thinking 5 for the very max but even then that's pretty high/likely to get a 6. This undermines my system as a whole which sucks because I like the idea of various range of successes. I don't like the idea of 100% failure/100% success.

This being said, I could move on to the next denominator. For example:

A rolls 3 die while B rolls 4.
A rolls: 3,2,6.
B rolls: 6,1,1,5.

If we compare both: the 6 even out, then we move on to the next in line, the 5 for B and the 3 for A. So that could work is a fairly pragmatic workaround to the point you brought up.

Or I could have a 6 based tie, re-roll the 6 to see who has the highest roll, that's also a simple solution.

I prefer giving each weapon 5 damage levels, based upon a die roll. That allows for better long term scaling with better weapons while maintaining the purpose of the die roll. Additionally, I think the high variance of the die roll is critical for this game design, because if you're not incorporating the full 1-6 range, then why bother making the game around dice at all? Just use standard random numbers.

I'd like you to give an example because I'm not sure I understand.

The armor protection idea you outlined (the last idea) sounds pretty cool, though there is definitely the issue with scaling. That is, if protection is high enough you are invincible, and if it is low enough, your armor is destroyed immediately. If you go this route, maybe look at some sort of percentage reduction instead?

I want to stick to D6, no percentage. If the armor idea I have right now can't tailor to that, then I need to change it.

You brought up good problems, I'm glad you did. That way, I can change the rules accordingly. I have until next Wednesday to have a polished system.

[Paid] [Music & Sound Effect] 100 Masks

I've found someone. Thank you!