Posted August 06, 2022 by SnakeF8
#Devlog #Prealpha
Hey, it’s SnakeF8!
A lot of my time last month was tweaking features to make the demo a lot more polished, so now it’s time to push that out as 0.3.4-b. There’s still some QoL stuff I need to crank out that's not in this patch, but we’re getting there. In some places, Soldiers’ Descent looks better, and the most jankiest of bugs that exist have been stomped out. There’s still a dialogue bug I need to fix, but eventually I’ll have a “eureka” moment with that. Combat should look and feel a LOT SMOOTHER.
Even though the turn-based combat is almost exactly how I planned it in the design doc, there has been this looming concern over my head that its loop may be spammy after a while. I turned to SirDiesALot and the main playtester for suggestions, and they helped me come up with a brand new and potentially unique solution to make the fighting portion of the combat a lot more engaging.
This idea stemmed from how most turn-based RPGs have something in their fighting mechanics that set them apart from others. Pokemon, Persona/SMT have elemental weaknesses while something like Deltarune contains bullet-hell. Even unexpected systems like Yakuza: Like A Dragon combine its staple beat-em-ups with turns. I don’t want to reveal too much out of fear of someone taking the idea, but here’s a mockup sketch I made while on a camping trip:
It looks VATS-y, but there's more to it than locational damage. On other pages, there are additional notes, details, etc. that fully plot out how this new shoot system will work. I don’t know how long this will take, but expanding the system with this seems very VERY promising!