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
Station 11
Sci-fi survival management
Status | Prototype |
Author | Atlas_Corp |
Genre | Strategy |
Tags | Atmospheric, Indie, Sci-fi, Singleplayer |
Languages | English |
More posts
- Devlog #4 - Combat system updates28 days ago
- DevLog #2 – Combat System and Expeditions41 days ago
- Devlog #1: First prototype48 days ago
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