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Unusual features of combat system.

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1 comment, last by Sneaky_Seal 7 years, 4 months ago

We always wanted to create a combat system for 'Ash of Gods' that gives a tactical choice to a player. That is why some skills cost a certain amount of health points to make a player think carefully before using them.

Also any skills can target an enemy’s HP or MP. Thus if you are afraid of an enemy cleric you can try to kill him as fast as possible or just burn his mana and prevent any healing. Also when MP reaches zero any extra damage to MP will instead do double damage to HP. But do not forget that a lot of classes are able to take a defensive stance decreasing incoming damage, and some of them are also able to counterattack.

Want to know more? Check out our website:
https://ashofgods.com/news/new-approach-to-turn-based-strategies/

If you have any questions or would like to suggest anything feel free to comment.

Ash of Gods - a turn-based RPG featuring Roguelike storytelling aimed at risks that TRUELY affect the gameplay and an extensive online PvP mode! GameDev.net - forum thread
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This is really interesting.

Have you tried it out in an actual game session yet?

My main "concern" from a design perspective would be how to balance it properly so that people want to make use of this unusual strategy of e.g. attacking mana instead of hp, while making sure that it's not the only thing everyone does just to get to the double damage bonus once mana is at 0.

You get what I mean? I'm just curious to see how it plays out in an actual game sessions - balancing wise.

I'm sure you've already thought about this, though. Just interested in hearing your thoughts on it :)

This is really interesting.

Have you tried it out in an actual game session yet?

My main "concern" from a design perspective would be how to balance it properly so that people want to make use of this unusual strategy of e.g. attacking mana instead of hp, while making sure that it's not the only thing everyone does just to get to the double damage bonus once mana is at 0.

You get what I mean? I'm just curious to see how it plays out in an actual game sessions - balancing wise.

I'm sure you've already thought about this, though. Just interested in hearing your thoughts on it :)

Thank you for your comment,

Well, there are few counters to it:
1. Characters can restore MP via abilities (like "mediation" or "borrow").
2. Characters can take a defensive stance to protect MP.
3. Some characters can counter-attack.
4. While attacking enemies MP you charactars open up to recieving lots of HP damage, so they just might die before bringing opponent's MP to 0 and getting that X2.

If you want to check it out for yourself - there is a prototype avaiable here http://game.aurumdust.com/ There is no AI yet - so you can play against yourself in 2 tabs or message me so I can fight you.

Ash of Gods - a turn-based RPG featuring Roguelike storytelling aimed at risks that TRUELY affect the gameplay and an extensive online PvP mode! GameDev.net - forum thread

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