Hi all, I have finalized the items and equipment system, and while I will likely be adding a few new items during and after the beta test for balancing, I think what the game currently has is a really fun, customizable and deep loadout system.
What I wanted was a system that allowed a fair degree of fun when it came to customizing weapons and armor, especially for different builds. For example, if you want an axe that can set itself on fire and shoots out a hook that grabs enemies, you can do that. Or a sniper rifle that you can slap a bipod on and shoot bullets that freeze enemies in place. Or a machine gun with a bayonet, a sword with a gun built into it, polearms that give you reach attacks, hammers that shoot daggers, underslung grenade launchers on your pistols, channels (think of wands for casters, but they’re maces) that cut the air in front of them, etc.
It’s fun! But the end result of this is that gameplay balance takes a hit (honestly, who wants a +2 mod to defense when you can have a glaive that lets you teleport around?). I honestly have no idea how to perfectly balance the hundreds of skills that exist in the game, but if people are having fun, I guess I did my job.
Gameplay loop:
Some people have been wondering what the gameplay loop for Singularity: Tactics Arena is. It’s a narrative RPG, so the impetus is really to uncover more of the story. In a simple formula it would be fairly standard for a RPG:
Engage in combat -> Collect rewards (money, exp, items) -> Story segment (character dialogue, etc) -> level up characters and choose new skills and features -> Purchase stronger equipment -> Engage in Combat
That’s it, see you in August as we approach the beta test!
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