AdolfSatan
Arcane
- Joined
- Dec 27, 2017
- Messages
- 1,890
That's pretty much what the entirety of the roguelike genre stands for, PompiPompi
Looks really cool.
But... you are creating a new game genre/type. That is a risky move.
There is a reason why game developer clone old and known genres. Because those genres were perfected before them. They passed "natural selection".
Then you make an entire combat system no one will want to even try.
I am afraid highly lethal combat+no save+1 life will make your game impossible to progress very far. Or the death will be so random, combat should be avoided at all costs.
IRL has a similar combat system, but pussy niggas are afraid of being warriors and shit.Looks really cool.
But... you are creating a new game genre/type. That is a risky move.
There is a reason why game developer clone old and known genres. Because those genres were perfected before them. They passed "natural selection".
I am afraid highly lethal combat+no save+1 life will make your game impossible to progress very far. Or the death will be so random, combat should be avoided at all costs.
Then you make an entire combat system no one will want to even try.
IRL has a similar combat system, but pussy niggas are afraid of being warriors and shit.Looks really cool.
But... you are creating a new game genre/type. That is a risky move.
There is a reason why game developer clone old and known genres. Because those genres were perfected before them. They passed "natural selection".
I am afraid highly lethal combat+no save+1 life will make your game impossible to progress very far. Or the death will be so random, combat should be avoided at all costs.
Then you make an entire combat system no one will want to even try.
This is why I'm interested in this in the first place. Not many games have similar systems and game design. I fully support something that will be different even if it won't be completely in-tune. This is why I liked Fear&Hunger so much. It starts out brutal, then becomes more managable after some trial and error. Being good feels more satisfying when getting there is difficult.IRL has a similar combat system, but pussy niggas are afraid of being warriors and shit.Looks really cool.
But... you are creating a new game genre/type. That is a risky move.
There is a reason why game developer clone old and known genres. Because those genres were perfected before them. They passed "natural selection".
I am afraid highly lethal combat+no save+1 life will make your game impossible to progress very far. Or the death will be so random, combat should be avoided at all costs.
Then you make an entire combat system no one will want to even try.
We need more people trying new things.
And right now, Roguelikes are arguably more popular than regular CRPGs.That's pretty much what the entirety of the roguelike genre stands for, PompiPompi
The original Rogue wasn't that hard. I think. It was much more simpler.That's pretty much what the entirety of the roguelike genre stands for, PompiPompi
Does "unfair" mean there is no balancing in the combat? Balancing is important if you want to make players feel they progress and not die in.. well, in unfair situation.
Ah yes, light gray against slightly darker gray, I don't think that's gonna pass a contrast accessibility check. What's with the weird rendering? Image compression? Fonts look super blurry.
Some short term suggestions:
Add an option for the archer to do melee attacks. Having 2 attacks and not drawing attacks of opportunity late game would make him a lot more fun.
Add a Whirlwind attack option for one of the fighters. You need aoe attacks eventually, and they are not that unrelasitic if you wear a Bidenhänder for example. Maybe a 2 or 3 tile slash for a more coservative start.
Add something to do with unspent AP. I suggest adding a way to store unused AP, up to 4 AP in reserve. This would give the archer a pattern of (shoot > shoot > shoot twice) when stationary and would allow (move 4 > attack thrice) for fighters.
Add immovable tiles. Colour some tiles grey for the next demo and make them impassable. That would make this specific encounter not all about rushing a corner, as you could setup turtle positions in the middle of the map aswell.
Give an option to play the map as the goblins. This means one could actually try the damn grappling option, as on this map it is suicide to try and grapple.
Most important thing at the end:
In the 4chan thread someone said you need a walking animation. I don't think this is as important, you can just offer a enemy turn speed x3 option instead. Moving the enemy statically along a line is fine if it happens fast, it is really annoying if the enemies move as slow as they do however.
I swear we killed that bug... thanks for bringing this to my attention!Some times, enemies would get stuck on their turn - preventing me from acting, refreshing seemed to fix the issue though. Other times, stuff like this would occur:
https://www.mediafire.com/file/3pwd4lq9bvalaow/bandicam_2021-02-20_23-13-11-453.avi/file
For a few days I messed around with a visual turn queue that you could delay your turn with, exactly like in Pathfinder Kingmaker. I couldn't get it working and I figured it could be put on the backburner. I'm also considering not letting the player delay their turn since the AI can't either. The player already has a lot of advantages such as an actual brain.>Ability to skip turns
It'd be great if I could skip my unit's turn, and let them act later. Sometimes you get a turn where you can't do anything.
I have an ability planned called Prepare against approach for meele units. It costs 4 AP, when activiated if an enemy enters your adjacency they receive an attack of opportunity from you. I'll put this in v4 since you recommended it. Also let me know if you think this should be implemented a different way.>Overwatch/Ready vs
I think melee units and ranged units would benefit greatly from this feature. Basically, if an enemy moves onto a designated square. Your ranged units will get a free shot on it, vice versa for melee units.