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Finally made the purchase. I probably won't get around to making anything for a while (gonna wait until the various systems get fleshed out a bit more before diving in too much), but it looks nice next to the various fantasy consoles on my hard drive ;)

Gotta say, though, that I love the combat system. It currently reminds me of a 3D version of the old SSI Gold Box games, which is good! What plans do you have for the final combat system to look like? It feels like you'll be heading toward a Final Fantasy Tactics/Fire Emblem style as opposed to, for want of a better description, the typical Dragon Quest/JRPG "line dance" style. Or do you plan to support different systems that we can use or extend via scripting?

Hi Armaan, thanks so much for the support! :)

Glad to hear that you like the combat system so far! As you suggested, I'm planning for the main/default system to be of the "turn-based tactics" style similar to the games you mentioned. Some of my inspirations are the Shining Force series and older Ultima games, so definitely something along those lines, with AoE attacks, a party system, etc.!

And yep, I do plan to support additional systems as well, like the "line dance" style and possibly even some simple forms of real-time later on down the road. I haven't worked out all of the details yet, but I'm expecting to have a gameplay setting to choose the base combat system to use for your game, then some additional settings to tweak beyond that based on the type chosen.

Hopefully that helps!

Very cool. Do you have a timeline estimate for when you think line dance battles will be implemented? My current game was originally designed for RPG Maker, and was built around those kinds of battles. Not that I need them anytime soon or anything, I can keep myself busy for a while yet making the maps and events and everything else. I was just curious what sort of personal timeline you're working on.

It's just a rough guess at this point, but based on current efforts and the order I have things planned, I would say probably sometime this summer. I'm currently working on migrating all of the existing functionality over to Godot 3.0, so unfortunately there won't be any new major features until I get through that. At this point, I am thinking  that effort still has a few months of work left. After the migration is complete and I get Steam Early Access launched, one of the first things I'd like to focus on is building out the combat systems more!

The move to Godot 3.0 is taking a while to get through, but it's going to contain a lot of nice little improvements to the editors and I think it will be worth the wait. :)