Combat in A Memory of Eternity is going to be a mix of Final Fantasy Tactics, X-COM and traditional tabletop (like D&D).

 

So for the past month or so, I’ve been tinkering with a new combat system for AMOE and it is COMPLEX. Originally, combat was supposed to take only a minor part in the game, which is definitely a narrative-driven game as opposed to a combat-driven one. However, after thinking through it, I found that it simply didn’t make sense for combat to be reduced to a minor mechanic since it is a big part of the story.

So I expanded it to be a much, much larger part of the game than I anticipated. Go big or go home right? At this point I’m trying to keep my ambitions in check, as I do have a habit of taking on more than I can chew. For now, I’m focused on building the ground rules for the combat system and how gameplay will flow. Thankfully, a vast amount of work is already done for me since I’m adopting the Lecode Tactical Battle System. I can’t underestimate how thankful I am that Lecode built this system and made it available to us developers. I will be making a few changes and adjustments to the system, but it allows for turn-based, tile-based combat that’s as deep as I care to make it.

And it’s going to be DEEP. I’m going to be taking inspiration from some great turn-based games that have come before, namely Final Fantasy, X-COM and also the real-time with pause CRPGs based on D&D. That includes two of my favorite RPGs, Baldur’s Gate (series) and Planescape: Torment, so their influence will also be felt here.

Super Pre-Alpha demo with placeholder everything:

via GIPHY

 

What I anticipate for the overall gameplay:

  • Classes – different classes with different ways to approach combat. Also, class-specific skills and move sets.
  • Levels – characters level up as they gain experience, leading to higher stats and new skills.
  • Equipment and items: Bolster your characters with a rich selection of weapons, armor, equipment and items to use during combat.
  • Variation in builds: I’m not too sure how I will implement this, but I want the player to have choice in what kind of build they want for the main character, Jack.
  • Enemies: a selection of enemies with their own move sets and AI.

Now combat specifics:

  • Combat will be hard-hitting: It won’t take much to bring a character down to a dying state. I do not believe I will implement a permadeath system because characters are unique and have their own stories, but a total party kill will result in a game over (forcing the player to load a previous save). Despite how powerful allied characters are in the game, combat will be difficult and enemies relentless.
  • Combat will be complex: Combat will have numerous factors for the player to consider. From different states, buffs and debuffs, formula-based damage and multiple layers of defense, I strive to create a combat system that is both deep and satisfying, while still being fast and intuitive. Also, features I’m playing around with like flanking and cover will add to the tactical nature of the combat.
  • Combat will be rewarding: whether it’s EXP, or items or simply furthering on the story, combat will be rewarding. I anticipate that Missions (which involves sending out a squad of survivors to get resources) will revolve around combat.

So all said, it’s a lot of work that I didn’t plan for… but this something I am very excited to play around with. Balancing different attacks and skills, creating armor and weapons with unique traits, that’s what drew me to game development in the first place (definitely not the coding). Hopefully before too long I’ll have a full gameplay video to showcase my vision for the combat system!

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