​DevLog #2 – Combat System and Expeditions


DevLog #2 – Combat System, Real-Time vs Turn-Based & First Expeditions

Hi guys!

Because of the holidays I have not been able to do as much as I wanted to, but here we go:

There's also a YouTube video where I show some gameplay, although it won't go into the same detail as this DevLog.

Overview:

During the last 7 days, I mainly focused on the fight system. As I mentioned on my project page, the gameplay is divided into two phases:

Day phase:

  • Manage your base (build upgrades, fix problems, etc.)
  • Manage your crew (manage their stress, fatigue, etc.) and assign tasks

Night phase:

  • Go on expeditions
  • Perform tasks
  • Gather resources
  • Fight off monsters

I worked on the transition from the day phase to the night phase, so I now have a complete day-night cycle. After each expedition, the next day begins.

Each night, you can send 1–2 crew members on an expedition while one additional crew member stays at the base to control the combat robots.

At the expedition site, your crew members can perform several tasks. Meanwhile, waves of monsters will attack, and the robots must protect the crew.

New Features:

  • (Minor): Transition from day phase to night phase - select crew member to send on expedition and according UI updates
  • (Minor): Transition animation - just a simple car driving and a robot running alongside
  • (Minor): Short introduction tutorial with voice line to setup the atmosphere
  • (Minor): First  Unity's Cinemachine tests for smooth camera movement
  • (Minor): New UI in base management
  • (Major): Fight system!
Fight System Details:
  • Robot and crew movement based on Unity NavMesh Agents
  • Time slow-down mechanic during combat
  • Basic health system for monsters
  • Task system during expeditions:
    • Assign tasks to crew
    • Skill levels affect task speed
  • Monster spawn system:
    • Number of waves
    • Number of monsters per wave
    • Time delay between waves
    • Spawn position of each wave
  • Combat Robot mechanics:
    • Running and shooting animations with sound effects
    • Target System:
      • Automatic (closest enemy if none selected)
      • Manual targeting (select robot -> select monster)
    • Attack animations, muzzle flashes, and sound
    • Monster damage and death handling
    • Abilities (including sound, animation and UI targeting):
      • Overload (double fire rate for 5s, 15s cooldown)
      • Grenade Launcher (2 grenades per expedition)

Design Decisions:

Decision #1 - Real-Time vs Turn-Based

Initally, I implented a turn-based prototype, since it seemed fitting for a strategy game. However, after testing, I decided to switch to real-time combat

Why real-time?

  • Base management is already realtime  - consistency feels better
  • I actually want chaos during monster attacks! (Turn-based combat felt too clean and controlled.)
  • Planning should happen during the day phase:
    • Orbital scans tell you:
      • → How many waves?
      • → How many monsters?
      • → From which direction?
  • During combat, there is a time-slow mechanic instead of a simple pause button. (How much you can slow time depends on the skill of your robot controller.)

In short: You can plan carefully if you invest time during the day. If not -> CHAOS AND CASUALTIES

What do you think? As soon as i have a first alpha version, I plan to include both turn-based and real-time for alpha-testers to compare

Decision #2 - Purpose of Expeditions

What  ARE these expeditions? Originally, expeditions were meant to just change the gameplay loop (managing the base at day, going on expeditions at night). But this felt a bit shallow.

Now, expeditions will drive the main story:

  • Each expedition is hand-tailored
  • Different locations, different tasks, different dangers
  • Crew members can die, robots can be destroyed
  • Optional but risky tasks (High danger <-> High reward)

Whats next?

Camera system:
  • Move everything over to Cinemachine for smoother movement and consistency.
Base Management:
  • Implement a basic crafting system (4 resource types)
  • Build station upgrades
  • Random day events (e.g., gas leaks, malfunctions)
  • Add a robot station for repair and upgrade
Character Movement:
  • Currently uses a waypoint system (BFS) which feels clunky. (as seen in the video...)
  • Thinking about switching base character movement to NavMesh for better flexibility.
Expedition:
  • Implement resource gathering from tasks
  • Terrain modeling:
    • Add obstacles (both graphical and tactical
  • Genericize expedition system code:
    • Data-driven via Scriptable Objects
Robots:
  • Right now, I am planning to have 3-4 different robots:
    • Assault Bot - Multi-purpose: grenade launcher and standard dmg
    • Heavy Tank Bot - Well, it's a tank, so... tank stuff
    • Support Bot - Shields. Automated turrets or drones.
    • Shotgun Bot - Close range 
    • Sniper Bot - Long range
    • That's 5, I guess...  I'll have to test it, but let me know, what you think!

Conclusion:

All in all, it's been a productive week. Some things took longer than planned, but the new combat section now feels like a real core part of the game. I will work on making the day phase more meaningful and integrate the new expedition and combat systems more deeply into the gameplay loop.

I'd love to hear your feedback!

Get Station 11

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