Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Indie Lair Of The Leviathan - old school turn-based RPG based on classics such as Baldurs Gate 1 and 2, Phantasie, Ultima and the SSI Goldbox games.

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,854
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Anyone knows if this has barbarians?
Likely not, barbarians are B- or C-tier classes rarely implemented because nobody likes them
Barbarians can't be C tier, that's reserved for casters.
Summoning Cryomancer
Finger of death
Disintegrate
Power word: kill
This shit doesn't work on the codex bro, barbarians can't read.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,110
This shit doesn't work on the codex bro, barbarians can't read.
sM1gdN6.png
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065
Making turn based combat fun - enemies
How enemies help keep turn based combat fun

I thought I would describe how enemies in my game work and how it helps keep combat interesting and challenging. Some of it is basic stuff but there are a few spins on it. I'll be using goblins as an example (everyone loves goblins right?). Here's a pic of some of them.

ed4d40186962fbde6d382021f653cb814b221ecb.gif



Variety

There are a lot of different varieties of enemies. Using my goblin example, you have your basic kinds, spearmen, archers etc: and some like the 'mounted' goblin with a few extra tricks. Some of the more advanced units get really bonkers. There's a lot of inspiration from the movie Labyrinth with goblins in the game being crafty, inventive and varied.

The goblin 'flinger' can reach into his bag and throw a variety of objects from poisonous mushrooms to spikey balls to starving rats, you never know what might come flying at you. The goblins alone have almost 20 varieties.


e67ea6d638a345033038b8fb22351941001f09ca.gif



Even more variety

Throughout the game there are also rare and very rare enemies for most enemy groups. These are named, much stronger enemies with more experience, loot and sometimes even bounties to collect in town. You might get hints about their locations or bounty board requests and it can be fun hunting all of them down, especially as some have unique and powerful items. It really helps shake things up as you make your way through dungeons and seeing some of these stronger enemies appear.

Like "Grizzik Beetlebinder" here. He is a rare type of goblin that has a variety of buffs for any giant insects around him and can make them truly terrifying. So players will want to prioritise taking him out as soon as possible. However while adjacent to insect he will gain a huge damage reduction as damage is redirected to the protecting creature. Do you just try and focus on him anyway? Or take out all adjacent creatures first? It also becomes a lot harder if the random buff that he gives out was some sort of extra armour or magic resistance buff on the unit protecting him.

ff15f26d7bda7978722ee6167348580eb2290050.gif



Keeping enemies relevant

Ok, 20 different goblins, plus all these rarer types, but who cares if you're overpowering these encounters after the first few hours and never come back to them again? That's where the horde system comes in. As you get to more difficult areas, enemies will start appearing in groups rather than as a single enemy. Rather than waiting for 20 enemy individual turns, each 'group' is represented as a single sprite. These new 'horde' enemies do more damage, have more health and also more abilities. Suddenly goblins are way more of a threat when they're in stacks of 3, or even more.

56c3b4db3dae8ec80f9cc87c80245cbcd1835f2e.gif


This adds an extra layer of strategy and planning which abilities you want to use for your characters. Some characters can specialise in taking down these hordes with area attacks or cleaving attacks that do extra damage. Or certain abilities like block might not be as effective as there is a block penalty on horde attacks but tanky characters with higher health might do better. at absorbing the high amounts of raw damage.



If you have any ideas on what else you think would make enemies more interesting or what you don't like about enemies in turn based games I'd love to hear it.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,623
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Found this game's YouTube channel:



I use these little location scenes on my worldmap in my game. Total time was around 6 hours.

All music by Syouki Takahashi
 

Habichtswalder

Learned
Joined
Aug 30, 2023
Messages
174
The dev guy seems great at creating somewhat nostalgic and mature pixel art. Good color palette.
I just don't like the faceless characters.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
The dev guy seems great at creating somewhat nostalgic and mature pixel art. Good color palette.
I just don't like the faceless characters.
At the scale this guy is working at, it can be very difficult to give a character a proper face. It's very delicate work and the guy may have simply decided it's not worth the amount of time it would take.
 

*-*/\--/\~

Cipher
Joined
Jul 10, 2014
Messages
973
The game looks great, but the horrible jrpg combat is a massive turnoff for me.

Whoever spread this retarded system where characters just stand around like two rows of bowling pins and throw abilities at teach other should be punished in some medieval fashion.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,854
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Whoever spread this retarded system where characters just stand around like two rows of bowling pins and throw abilities at teach other should be punished in some medieval fashion.
Presumably by having them just stand around like two rows of bowling pins and throw abilities at each other. :lol:
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,623
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
New YouTube channel, now with the trailer:



A bit of background to the game for those who are interested:

A few years ago started studying programming and art in order to make an rpg based on the games I played when I was younger. Rpgs these days seemed either far too linear or had some sort of gimmick such as roguelikes elements or deckbuilding so I figured, hey, if no one was making the kind of more hardcore rpg any more I would just do it myself.

I want to recreate that non linear experience games used to have. A big open world, send players out to just explore and find dungeons, quests and stories on their own. It's also quite challenging, there is no level scaling, and it's up to players how they approach things.
 
Joined
May 31, 2018
Messages
2,863
Location
The Present
Those lightning spells look fun, even if the shock animation is a bit goofy. I love the call lightning effect of that staff too. A return to grid combat is relief, but I'm concerned that his battle maps won't work with it. I'm also concerned that the game mechanics might also not be up to par for a grid system.
 

Gandalf

Arbiter
Joined
Sep 1, 2020
Messages
763
Feels like a SNES game a bit, but I like what I'm seeing so far. Not a fan of repeated mushroms in the background, because it looks lazy.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,646
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/2752020/view/4271182997412026930
Teaming up with Whiskeybarrel Studios
What this means going forward and a preview of the Bounty Hall
Teaming up!

Well for this update there is some big news. Over the past month I have been in discussions with Whiskeybarrel Studios and we have decided to team up on making Lair of the Leviathan.

I have always been happy working solo but the sheer scale of the project meant it was going to take far longer than I had anticipated and combining efforts we can get this done in a fraction of the time. If you have played the Swords and Sandals games you will also be familiar with all the great little synergies and stats in those games and I think this will bring a lot to Lair as well.

Things should really pick up pace from now so stay tuned!

Some game news

In game preview news here's a little teaser of the bounty hall from the main city hub. You will be able to get all kinds of quests here from hunting outlaws, finding missing people and best of all, hunting down rare and dangerous monsters. As you complete quests more and more difficult bounties will be available with better and better rewards.

c121cc3d8c3b325b352798f54af6f491b8be87e8.gif


Some of the later bounties will be very challenging and also require going out and looking for clues to find them. I want to provide as much variety in gameplay as possible along with the main quest and also an 'end game' activity for players to focus on even after they complete the main story.

And in keeping with the 'represent as much as possible visually' theme of the game as you hunt down these bounties, little trophies of the fights will appear so you can have a souvenir of your battles. Trying to fill the entire hall will be a little optional challenge for players to complete and there might even be a final mega bounty for those who can do so.

In the next news post I'll post a little more about the updated combat system. Until then, here's a little teaser.

3ed4bed9ef0f06adb3d082515508cb4d7ccec67c.gif
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,577
So, if you mix old school turn-based RPG, Baldurs Gate 1 and 2, Phantasie, Ultima and the SSI Goldbox games, what do you obtain? A JRPG?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom