Posted October 30, 2024 by scanevaro
#action based combat #turn based combat #multiplayer
Tied to Multiplayer it's the actual features that allow players to be competitive, like... What are they fighting for? And now that we have multiplayer working we are now tailoring on how the combat plays out. We thought it can be turn based or action based.
Both have challenges and benefits but we think turn based can be a bit faster to do, we want this for prototyping. By doing so we avoid spending a lot of time implementing collisions and debugging them. Though in return, we'll spend more time with balancing the combat system.
The challenges of Action Based Combat could mean you need highly skilled coding skills to fine-tune it to an acceptable level. Challenges are:
- Collision tuning
- Projectiles implementation
- Fine-tuning multiplayer connection
Benefits of Action Based Combat:
- Highly valued by most players
- Skill based gameplay
- Fast paced gameplay
While the challenges of Turn Based Combat may not be on the programming side, they are on the Design. The challenges we see is just one:
- Combat Balancing
Benefits of Turn Based Combat:
- Strategy based gameplay
- Faster to implement
- More control over outcomes
Neither type of combat is better, it's just a choice, but Action Based may attract a certain type of players that like to feel skilled and also fast pace (maybe more teenagers and young adults), while Turn Based may attract a different type of players that take things slower and like to think their moves (maybe adults and young adults), turn based is not as "colorful" to showcase.
This is not an exact science, they are just observations, and we'll know better once we can allow others to play it, so the faster we do that the higher the spirit we'll have for this project.
Thanks for reading.