Devlog #3 - Turn-based combat and base management


DevLog #3 – Turn-based combat and base managment

Hi guys!

How about, we all just forget what I wrote down in the last Devlog... Realtime combat? Naaah... Let's go for turn-based combat!

Overview:

In this early stage, I was expecting lots of changes in general. I played around with the realtime combat system I had built and I wasn't happy with it. The same goes for the base management. Although I love to click somewhere and a character walks there in realtime, there were multiple issues along this path, such as harder balancing, animation, pathfinding, ... and also it didn't feel right. 

In the end, I want a game about tough decisions and tactical thinking and this leads to a turn-based system.

New Features:

  • (Major): Turn-based base management
  • (Major): Turn-based combat system
Base Management Details:
  • At daytime, you control your station and its crew
  • The day is divided into 3 phases (morning, afternoon, evening)
  • You can assign your crew to different stations at the start of each phase based
    • Gain passive bonus, e.g., more energy at generator station
    • Complete tasks, e.g., "Overdrive" at generator station - output increased by 50% for the next 4 phases (Example).
  • At the end of the last phase, you select two crew members and the robots you want to send on an expedition
  • UI changes
Combat System Details:
  • Switched from realtime to turn-based combat
  •  2D grid system for pathfinding
    • Movement based on BFS
    • Obstacles and tasks for crew members
  • Turn manager
    • Player phase -> Enemy Phase -> Repeat
  • Monster Spawn
    • Waves of monster at random spawn points
  • Fight system
    • Attack and abilities are now turn-based
    • UI for robots
    • Outline on enemies for attack and abilities
  • Crew
    • Tasks are turn-based as well


Design Decisions:

Decision #1 - Real-Time vs Turn-Based

Devlog #1: Turn-based → Devlog #2: Realtime → Devlog #3: Turn-based (and staying!)

Personally, I also enjoy turn-based systems much more than realtime, not to mention for me as a developer, it is much easier.

Whats next?

The next days, I want to focus on the fight system. Not just the mechanics and functionalities, but also the concept of it. 

  • How many enemies should attack at the same time? 
  • How many robots can you control?
  • Armor system (for enemies AND robots)?

Conclusion:

I'm really happy with decision to go turn-based! The vision becomes much clearer and the progress seems easier.

I'd love to hear your feedback - are you a turn-based or realtime fan?

Get Station 11

Leave a comment

Log in with itch.io to leave a comment.