teisipäev, 6. oktoober 2015

Eador vs Divinity type of combat engine.


I had to consider a combat engine that matches (more or less) the following criterias:


  • Works for rpg game
  • Works for strategy game
  • Supports invidual characters duking it out
  • Turn-Based, so you have time to consider your moves
  • Outside combat, you can NOT move your party members one-by-one, in turn based matter, as it takes too much time.  

 Some strategy titles, like Heroes of Might and Magic series, Age of Wonders series and many others have done this already. They have one unit on overland map, that represents the whole party (here is lone rider from King's Bounty as example:



The armies meet, separate battlefield is opened, and battle is duked out in turn-based manner.
 Game, that has done this type of battlefield really well: Eador: Masters of the Broken World.




Even with separate battlefield, this approach is not a only viable way to handle outside-combat player movement.

Long time before any of those games were made, there were those early AD&D games, that had first person perspective while dungeon crawling and separate battlefield was opened to deal with battles. Here is an example from Curse of Azure Bonds:



Using Unity game engine would make first person view approach super easy as well and result would be beautiful.


I have another compelling reason to build hexagonal battelfield in Unity:

I already started building one for my XNA Game project (few years back). I could transfer majority of the code (also written in C#) from there.



And to make things even easier, I could buy in something like Turn Based Battle System from unity store, that has some stuff already implemented:



But then I happened to play Divinity: Original Sin. And I fell in love with it's combat.
I love it's action based system, weapon ranges and how it goes to turn based combat without opening separate battlefield. Yeah you run around real time and when the combat starts, it switches to turn based mode. But the combat simply feels better. And it's perfect for dungeon crawler.

 I have no previous code to build upon, but I would like to give it a serious try. I can always fall back to hexagonal battlefield, if it doesnt work out.





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