Ularis Badler
Arcane
- Joined
- Mar 17, 2021
- Messages
- 283
Thanks. I'm very fond of this last tune too. Cheers!Music is damn good. Last track posted has a nice futuristic war vibe to it.
Thanks. I'm very fond of this last tune too. Cheers!Music is damn good. Last track posted has a nice futuristic war vibe to it.
Wow! That's some potent comment right there, at least for me. Thanks for letting me know about it; I hope it won't disappoint. I will work closely with the community after the demo to make sure any issues are addressed prior to its release in EA. Just because it will be released in Early Access, doesn't mean polishment should be overlooked. I value quality in the things I purchase and I want Archrebel to be a high-quality product as well. All features shipped with the Early Access release should be working at least at 100%.My most anticipated game of the year.
I don't see how facing right while bullets fly out of your butt to the left is clear, but to each their own. not a big deal, just looks weird.Archrebel's visual representation is not about being realistic but providing a clear picture of what is happening on the battlefield
I don't see how facing right while bullets fly out of your butt to the left is clear, but to each their own. not a big deal, just looks weird.Archrebel's visual representation is not about being realistic but providing a clear picture of what is happening on the battlefield
I don't think bullets traveling up/down is that strange. It's not that all abstraction is bad, just pointing right and firing left is the exact opposite. There isn't an equivalent for firing up/down, unless the character sprite were drawn with it's gun pointed down all the time. Then yes, it would look strange for bullets to come out of the head.
BUT maybe it's fine and it's time to get a "facing attack / backstab" mechanic implemented; I like that a lot in tactical games, it adds depth to the combat.
FYI Ularis Badler, I keep hearing the main themes of tracks 3 & 4 in my head all day. They're really catchy! That's a good sign.
I decided to trade the 'directional-look' model for a more interesting damage model, where body parts injuries affect particular functionality; this is something that most tactical games don't explore beyond: 'wounds = less AP per turn'. Some examples include: wounds to legs adds a penalty for moving; wounds to arms adds a penalty for performing actions; torso wounds reduce AP recovered at the beginning of the turn; wounds to head decreases combat scores and add a penalty to skills. Left and right limbs can be wounded independently providing a good variety of wound combinations. Being damaged to both legs means you are basically crawling and AP cost for moving will reflect that.
Another 'not-so-often' considered model for armor is simulating armor gaps making you able to pull off 'critical hits' based on the armor's protection body coverage instead of being an attribute governed by units themselves or pure chance regardless of the physical characteristics of your target.
BUT maybe it's fine and it's time to get a "facing attack / backstab" mechanic implemented; I like that a lot in tactical games, it adds depth to the combat.
I reckon that it works well for 3D or 2.5D isometric tactical games that inherent visuals for facing every direction. For Archrebel, it would be unclear how to perform backstabs from north and south positions with fixed 'single' sprite visuals. One of the reasons for Archrebel staying with Rebelstar's original perspective was to maintain simplicity with its 360º awareness, even though the overwatch will feature a field of view based on the equipped item; something I'm currently working on as I type this.
I decided to trade the 'directional-look' model for a more interesting damage model, where body parts injuries affect particular functionality; this is something that most tactical games don't explore beyond: 'wounds = less AP per turn'. Some examples include: wounds to legs adds a penalty for moving; wounds to arms adds a penalty for performing actions; torso wounds reduce AP recovered at the beginning of the turn; wounds to head decreases combat scores and add a penalty to skills. Left and right limbs can be wounded independently providing a good variety of wound combinations. Being damaged to both legs means you are basically crawling and AP cost for moving will reflect that.
Another 'not-so-often' considered model for armor is simulating armor gaps making you able to pull off 'critical hits' based on the armor's protection body coverage score instead of being an attribute governed by units themselves or pure chance regardless of the physical characteristics of your target.
View attachment 24137
You can't avoid reaction shots from the opposing team. However, you can activate the energy shield when walking into non-secure areas and use probes to reveal the surroundings and spot unfriendly units that are in overwatch mode.Will there be ways to avoid overwatch? Skills, or equipment?
Nice, it has an 80s electro vibe to it that I like, and definitely more upbeat than the others. I think I like the previous ones a bit better, but some variation is always good.
Yeah, I'm familiar with that version. Never played it though.Created this thread for the Rebelstar game boy advance game. I'm curious about it.
https://rpgcodex.net/forums/threads/rebelstar-tactical-command-gba-x-com-inspired-trpg.142998/