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The combat system is my arch nemesis. Every time I touch it, I end up spending eternity on it and it happens to be very limiting and disappointing to me. Makes me slightly jealous how some engines (mostly rpg maker) have inbuilt combat system, but those likely wouldn't be sufficient for my ambitions after all. 

In Displaced I'm still sticking to the turn based combat, firstly because I generally prefer it to action sequences (plus they can generally be played with 1 hand with more ease), and naturally because they are easier to work with. You might wonder, why would it be hard to make a turn based combat, but even turn based combat is very 'timey'. You can't just say 'click this do that', you also have to take into account what happens after every action on many parts, what should trigger next and so on. Without a good plan or experience this can quickly lead to disaster. And then you would want to add sfx/animations on top of it...

But enough of my complaints, let's talk a bit on the details. For the sake of convenience we will be using a fighting GUI instead of full body sprites again. Maybe we will make an actual combat sprites, but for demo only portraits will have to perform. The battlefield will feature a 6 by 6 spots which are separated with front and back rows. Melee attacks won't be able to attack back rows until front rows are killed. Most of the time, at least in the start, both player and enemy parties will be lesser in size though. Besides normal attacks you will also be able to use items and special attacks which might cost mana. 

I have a tendency to overly design many mechanics, especially combat related, since I always had a big thing for very deep systems with lots of options and counterplays, but lately I make plenty of cuts to make it firstly as straightforward and easy to grasp as possible. My original thought was to let player hire different class adventurers, who would be able to learn different skills and use different equipment. I'm not entirely against that, but figured out, it will make for a much better immersion to let player fight with story characters at least in a demo version. As for the classes, most likely we will stick to 1 class and couple of skills for the demo. 

I also plan to provide much better details to the whole thing, making it feel like a real game: besides making whole system from the scratch I want to make custom sfx and sound effects, which to my opinion, provide a far greater experience. 


As a bonus for today, here's main settlement background for day and night! 



Comments

Wildeyes

Love the night picture! The lights are really neat.

FuckEA

Have to wait and see what comes to the combat system. But it sounds like a lots of effort is being put into something that'll end up being a very small part of the actual game. At least speaking from my experience of Strive (and most other turn based RPG unless it has combat rape like The Moral Sword of Asagi), combat is something I fast click through unless it's a huge boss fight. The actual management/character customization is what keeps me coming back. Hopefully it'll actually be engaging, but I'm honestly okay with a simple combat system as long as other parts of the game are good.

maverik

Well, since Displaced is not a management sim (at least not primarily) like Strive is, combat will be a one of two main focuses. It's hard to work on, but its also challenging and quite educative to me, which makes me think I can do more stuff on higher quality level later on.

FuckEA

My concern for the project at this stage is: If this game will be combat heavy and use a traditional turn based combat (without something that might either be engaging or titillatin) instead of a management sim-lit like Strive, it can't nail the perfect balance between the system being too challenging and not challenging enough in most encounters. I played a lots of turn based JRPG when I was young because I have crappy reflex. But I rarely play them now because of their repetitive nature where most of the combat boils down to 'click next turn to continue'. On the other hand, if every single encounter is highstake and challenging (such as Towergirls Subtitle Pending is currently) it can also become extremely tedious for a different reason because I spend more time reloading saves just so I can have the best outcome after each battle. But please don't take my comment as me trying to put down the game. I'm just voicing my potential concern as someone who used to play a lots of turn based JRPG.

Naoko_Halari

Wonder if you could get any ideas from Jessikas curse... this game seems like it may follow in its footsteps a bit being an erotic RPG with JRPG style combat.

maverik

Truth be told, I despise generic JRPG combat (be it turn based or something weird), because of how much it relies on stats which in turn based on grinding. With enough grinding none of the battles are challenging and there's little decision making. I did not make Strive's combat as one and I'm not going to do it here, because linear progression always leads to grinding stats and no decisions. Ideally, grinding enemies for exp/loot is acceptable, but bosses should provide plenty of challenge be it preparations or mechanics. This is my PoV anyway.

maverik

JC focuses on erotic combat sprites and animations as its main appeal. I go for a more traditional approach making a classic gameplay and a story filled with erotic content.

Nope.

The current combat system is fine, it just needs a little bit of polish, and like you said portraits. If you want some inspiration, look at The Bard's Tale 4, I think their current battlefield animations and stuff would look nice emulated on yours.

Anonymous

You could try to take a look at bravely default. Turn by turn rpg with the addition of BP (brave point) which can be use to play a maximum of 4 turn in 1.