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Lykonic

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A member registered Sep 08, 2025

Recent community posts

I mean don't get me wrong, I'd love if using a hex grid was an option as well, but I think Olive had good reasons not to make it so. I'm by no means fluent in coding of any kind, but it does make sense to me that trying to code for hexagonal LOS and movement (especially for Size 2's, where their asymmetrical shape could cause problems, especially if trying to implement being able to "rotate" them so that their triangular area flips directions, which I typically see ruled as moving 1 space) would be far more difficult than just coding for a square grid. If it isn't feasible, it simply isn't feasible.

I don't think the circular method whilst using a square grid is all too great of a solution either. The simplest would probably just be the "boxcar" method, where you can't move directly on diagonals, and instead must make two cardinal movements (one up, then one left, for example), but that has its own disadvantages in making diagonals unrealistically short. You could even do a thing I've seen in some D&D games, where every other diagonal costs one extra space of movement, to make it adhere closer to 45° measurements, but that also seems like it would be annoying to code and make work with everything in the game. 

Realistically I think it's not too bad just getting used to the square grid. I come from a D&D background so I'm familiar with it already, more so than hexes even, but I understand that's not the case for everyone. The main thing, in my opinion, is just making the game work, and being able to make it in a timely manner that avoids unnecessary fuss. Opting to use squares instead of hexes seems to be by far the more economical choice for these reasons, and I can't really fault Olive or the other team members for going with that. It's a passion project, no doubt about that, just look at all the care taken to render the game as faithfully as possible - it almost puts Athena's Simulacra to shame. But there's always a line to be drawn between suffering for the sake of passion, and suffering beyond reason. I've heard enough horror stories about trying to code different games or programs to understand that said line had to be drawn somewhere, and I think it's in a good place as it is.

First off sorry for the delayed reply!

Secondly, WOO! ^-^ Excited with the update a couple weeks ago, and the little devlog about attending the different cons and stuff. Not only spreading word about your game, but just Lancer in general, you're doing RA's work. Bless you.

Very happy to hear y'all are considering porting the other official supplements if the game does well on Steam! I have high hopes for it, you guys deserve all the success, and I think even people unfamiliar with Lancer will get drawn in and have a blast. I also understand that future discussion would be required with Massif to confirm such a thing would be okay with them. But again, I have high hopes. You've done an amazing job so far of representing Lancer, and I think Miguel and Tom are proud of y'all. I imagine Massif would be stoked if you guys were in the position to implement more official content; after all, it would only further promote Lancer, as well as mean more content for the game, which only makes it even more enticing to buyers. That's a win-win if I've ever heard of one!

So go forth, my dear LT Team, and CASTIGATE THE ENEMIES OF THE GODH-- I mean, uh, continue the amazing work! We all love and support you for what you do, for the community and for Lancer as a whole :)

So is non-core supplemental content more of a possible future goal for like, once the game comes to Steam, roughly? I'm guessing that's also when "mod"/third party content support will be touched on more given the Steam Workshop will be a thing, but I'm just curious where in the current little roadmap on the game's main page something like this would be considered. I know it'd be a lot more work adding all of the content in other official supplements, but I have to admit I think it would be a great addition if y'all consider it feasible at some point in the future :)

Maybe this isn't the best idea, but perhaps Afterburners could go in the action list at the bottom, as a free action that's only available while you count as flying? And activating RBJJ makes you count as flying when you first activate it, ending when you move as per usual? At least it might help with the possibility of accidentally activating then not using the ability since you can preview your flight distance from RBJJ like normal before choosing to activate Afterburners. Idk, just a suggestion, but again I'm not sure how well it would work out so take it with a grain of salt ^-^