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Roundscape Ecplise - Combat Poll

  • Path A - Work on the existing combat system 110
  • Path B - Action RPG Combat 48
  • 2024-05-31
  • 158 votes
{'title': 'Roundscape Ecplise - Combat Poll', 'choices': [{'text': 'Path A - Work on the existing combat system', 'votes': 110}, {'text': 'Path B - Action RPG Combat', 'votes': 48}], 'closes_at': None, 'created_at': datetime.datetime(2024, 5, 31, 1, 14, 4, tzinfo=datetime.timezone.utc), 'description': None, 'allows_multiple': False, 'total_votes': 158}

Content

Hey folks!

With the first release of Roundscape Eclipse (which you can download here), we are also doing our first poll. Overall, it seems like the game is generally liked, which really me happy.

However, combat seems to be a controversial topic.

So I want to do a poll to see how we will handle it.

Thank you for your time and support.

Path A) Expand the Current Combat System

The first idea is obviously to work and expand the current combat system.

The general idea of the existing combat system was to have a semi-idle wave system with a big focus on character builds and customization. Our vision is to create a chill combat system in which it is fun to fight some enemies and see how your team performs.

This Path will be faster and allow us to add new content earlier.

For that, we have already two ideas:

  • Being able to manually spawn a strong wave of enemies to skip the timer

  • Instead of a timer, maybe the group has to beat X amount of enemy to win the fight

  • The ability to send front row fighters out to the enemy

Path B) Change to Action RPG Combat

Initially, we had planned for the game to be an action RPG, but we walked away from this path because we were afraid that it would alienate some fans, as Roundscape Adorevia was turn based.

This Path will be slower, as it would take a month of work to revert to Action RPG Combat.

If we go this route, RS2 will have action RPG combat similar to Skyrim, including blocking, dodging and parrying. There would be a bit less combat style customization, as skills and abilities need more work time to be created and fine-tuned.

And please Remember

No matter which route we will take, Combat in Roundscape 2 is just a small part.

Our focus will always be on fun worlds to explore and characters to meet.

We want to add encounters with talking statues and fun sexy demons, this is the kind of content we mainly want to produce. We want combat to be a fun small side activity, not the main dish.

Comments

Phil Mjölnir

As i said before, i think Option A could work better with a reactionary ability system and would be somewhat similar to option B, without the selfcontrol of free movement. Let the player abilities be used to reacted to enemy patterns, for example enemy does a big swing, have some kind of block, enemy spawns a wave of adds, have a strong AoE to deal with this threat quickly.

Roundscape

That is the idea from the beginning, the game is just not big enough yet for it to be visible. We have lots of different skills, enemies and mechanis planned.

El Crackhead

I voted for Plan B, but more keen on the Female MC coming in.

Mattrimion

While I was hoping for another turn based game like Roundscape 1 and Arenus, I voted for Plan B with the hopes that it can be tuned into something enjoyable.

Dyamonde

Like what i'm seeing so far. The automated combat system looks very promising, i'd much rather have that than action combat. I do think you overdid it quite a bit with the Breast Physics though. Goes straight into weird/uncanny valley territory.