Skip to main content

Vermin.

Some of the new small monsters.

Every RPG has different stages of character development, or acts;
  • Act I the noobs. 
  • Act II the experienced party. 
  • Act III the epic characters.
  • Act IV the demigods.
My own favorite stage is the first one. Everything can be dangerous to your party, every piece of treasure is potentially useful, every roleplaying quest seems worth doing just to try and grab some XP without fighting.

After that the experienced party part is still pretty fun, as you try to tweak your characters' skills and equipment, trying to get the most from your team or single character if you're playing a solo game.

Epic characters are only fun if you got them to that point yourself. Being dumped in to a campaign with a pre-written high level character is a pain (There are so many things about the character that just don't fit your "style") and even so I often end up restarting once I get to this point just to see if I can do "better" at making my characters now I understand the game mechanics more fully.

Beyond epic the game gets mighty boring. You've already got a couple of + 5 swords and platemail of demonic regeneration. Your character can defeat any enemy unless they have a special instant kill attack or you get hit with some kind of mind control attack which takes away control of the player, and neither of them are fun. What can you do with roleplaying? You went to the deepest level of hell last weak and killed a greater daemon. Two weeks ago you killed a minor god and stole the key to the underworld. What's left to do? Oh, the inn keeper has some rats in his cellar. Oh dear.

Anyway, what I'm aiming at with my own project is to try to keep gameplay within the first two Acts of player development. When you get to Act III it's time to hang up your sword and move on to a possible future game. Epic characters are not within the scope of this project (though there may be a future expansion to cover them).

That means I have to flesh out the early game a lot more than is usually done. Act I has to go on more than the 20 minutes it usually takes, and it has to be interesting. In so many game systems level 1 or 2 characters are so weak and defenseless it's just a matter of luck who survives or not. Most of even the lowest level monsters have a good chance of killing a level 1 character with one attack.

So I'm working on some special weak monsters for low level encounters.

These monsters are very puny. They can't really do enough damage to kill you unless you're very careless. They have a number of nuisance attacks however, such as mild venom or diseased bites. These will force the player to take steps to avoid them but won't doom the party to death if they can't get away, for example if a mob is guarding the only entrance to the next level.

You could consider these enemies to be level zero. There will be a chance of some tougher enemies spawning alone in the early levels, perhaps guarding some choice items of treasure, but mostly game play will be about trying to avoid these nasty critters until you've had a chance to get a few experience points and grab some basic gear.

Of course, this is all theory, we'll see how it turns out when the game is actually working properly. I took some giant steps towards that point today with a rewrite of some of the core code. Things are already looking a lot tidier and things are in place so that I can proceed with moving some of the functions (such as tile reveal and lighting control) off in to dedicated scripts where they won't be interfering so much with the basic workings of movement and combat.

Comments

Popular posts from this blog

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

Rockets

I finished working on the code for adding foliage and having some extra time I decided to experiment with the code for rockets.

The original idea I had was that rockets would be large vehicle components that can be fired very quickly, regardless of how much manpower is used for reloading.






They would use up a lot of ammo, so they would run dry after a short but devastating barrage.
The problem here is that it's easy to take advantage of this by adding a lot of ammo, which is much smaller than in bulk than the rockets.

There's also the problem of firing large caliber rockets. In real life rockets of up to 30cm were used, but I think that will be too powerful for the scale of combat in this game.



lol. Somehow that one trooper survived the mother of all explosions...

A 30cm rocket could contain nearly 30KG of explosive. That would be a very large explosion.

I've tried to balance the game by using a simple equation to make bigger guns more powerful, but hopefully not too powerf…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.


Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…