It is an attempt to make a combat system similar to the ones seen in games like Heroes of might and magic and King’s bounty. I decided to use the King’s bounty combat system as a template, because I found it to be much more advanced and challenging compared to the one in Heroes.
How does it work?
You should be familiar with the combat system already if you’ve played games like Heroes of might and magic, King’s bounty or age of wonders. I’ll try to explain it:
It’s a turn-based system, where 2 persons fight each other with their individual army. The armies consist of different kinds of troops, who are divided into stacks on the battlefield (up to five stacks for each player). Each stack of troops gains an amount of action points each round (the amount of action points being determined by the troops’ speed characteristic), which can be used to perform actions such as moving across the battlefield, attacking or using abilities.
A video and some screenshots are probably much better at explaining this than I:
As you can see, the core of the system is pretty much complete. I do naturally need to add more units, but that is not a really a concern. However, I’m not sure about how the map itself should look like outside combat. My current plan is to basically let the map be a tournament-style game, where you start off by composing your army and hero. Then, you just fight each other’s armies in a tournament.
So what is the reason for me posting this here? (Other than trying to get attention)
Well first of all, as I mentioned before, I’m not too sure about my idea of the map being set up like a tournament only. I’d very much appreciate ANY ideas concerning game modes and the map in general. Ideas about units and abilities are also appreciated, although I do have a lot of ideas already.
Also, I wouldn’t mind hearing what you think about the combat system :P.
Putting a High Templar in there and giving no offensive melee/ranged attack will make it useful for the AoE abilities maybe.
Maybe when a caster wants to cast a spell, it needs to take a number of turns, which is a number of unit before it's next turn. But that's a FF Tactics idea so it might not work...
This map is more of Player Turns than Unit turns.
But if you can remake this and made a Unit oriented turn base map then it'll be interesting:
Zerglings gets the fastest turns, deals the weakest damage.
Marine gets a moderate speed turn, deals moderate at a range.
Position of units would make it important so zerglings don't swarm you maybe.
You could make a map system in which armies are represented by units, and you navigate them (Turn-based, of course) and when a battle commences it shows a battle scene like the one you demonstrated. Something similar to say...Fire Emblem, I suppose. Just an idea if you haven't already considered it, your project looks nice so far.
Tournament-style fighting is fine, but you should certainly have bigger maps and obstacles and such, and maybe even increase the scale of the whole game so it's more zoomed out with one "unit" being represented by multiple units in a square. See Civ5 combat.
Putting a High Templar in there and giving no offensive melee/ranged attack will make it useful for the AoE abilities maybe.
Maybe when a caster wants to cast a spell, it needs to take a number of turns, which is a number of unit before it's next turn. But that's a FF Tactics idea so it might not work...
Interesting idea. My current idea is basically to have the high templar be a not-so-strong ranged attacker, who relies on his abilities, like psi storm, but i hadn't thought about the abilities using a "charge up" mechanic... hmm... Could make some interesting elements to the game if some abilities take more than one round to prepare/cast/whatever. Definitely something i'll consider using.
You could make a map system in which armies are represented by units, and you navigate them (Turn-based, of course) and when a battle commences it shows a battle scene like the one you demonstrated. Something similar to say...Fire Emblem, I suppose. Just an idea if you haven't already considered it, your project looks nice so far.
Ah, a navigation system like those in final fantasy/heroes? Yea, i have actually considered a system similar to that, which would be pretty cool, but there are a few problems:
1: Although it is generally very fun to have that adventure style navigation, it could possibly be a problem for a multiplayer game, as there can be a good chunk of time between each players' turn. However, if i plan to make a single-player mode this should work out great!
2: Another problem though, is that i think it might be a bit hard and time consuming to make compared to some other approaches.
But this is still an idea that i'm very open to, although for multiplayer i'd prefer it to not be turn based.
Tournament-style fighting is fine, but you should certainly have bigger maps and obstacles and such, and maybe even increase the scale of the whole game so it's more zoomed out with one "unit" being represented by multiple units in a square. See Civ5 combat.
Yea, i definitly agree that the maps(battlefields i suppose?) should have obstacles, perhaps even neutral objects that do negative/positive stuff to your units. The size of battlefield is something that i'm very open to changing, and fortunately it is no problem to have battlefields of different sizes in the map.
Interesting suggestion about having multiple units represent a stack, although it will be a bit harder to implement, it is something to consider. The zoomed out view is not a problem at all though, as there is already camera control in the map that allows you to rotate the camera and zoom out with the mouse. (not shown in the video, somehow i forgot it >_<)
Thanks to all of you for your feedback, it is highly appreciated :) Keep it coming!
Definitely just spitballing it here, but I have an idea for the game mode.
How about implementing a card game set up on top of this? Set up the units as cards and "summon" them onto the field over the course of the fight. Put the player as a nonmoving unit on one side of the field that casts these units and special abilities. Killing the player wins you the battle.
I dunno, it seems pretty cool to me, but you can really do whatever you want to with this setup, its super nice.
How about implementing a card game set up on top of this? Set up the units as cards and "summon" them onto the field over the course of the fight. Put the player as a nonmoving unit on one side of the field that casts these units and special abilities. Killing the player wins you the battle.
I think that's a pretty cool idea actually. I to be honest think it's a game mode that will be a bit harder to implement because the constant stream of units will affect balance a lot, but it's definitly something that i could consider adding (although probably not as the first game mode).
And again, thanks to all of you for your comments, i really appreciate your suggestions/nice words. Do come with moar! :P
You could always have bases. Each player has a base (probably a small command center, hatchery or nexus on a hex could denote this), and destroying it prevents players from building more units. Units could be built like in advance wars, and the base could give out an income.
Perhaps to make it fit with the different races, each race has its HQ, but can capture "resource spots" (again, capturing should work like in advance wars IMO), which increases their income, and in each resource spot, the player can build a certain "building". Ex.: Building a Barracks allows faster infantry production, (it's more of a specialization choice you make after capturing a spot) while a starport could give you access to air support (support powers, perhaps?) and what not.
It is an attempt to make a combat system similar to the ones seen in games like Heroes of might and magic and King’s bounty. I decided to use the King’s bounty combat system as a template, because I found it to be much more advanced and challenging compared to the one in Heroes. How does it work?
You should be familiar with the combat system already if you’ve played games like Heroes of might and magic, King’s bounty or age of wonders. I’ll try to explain it:
It’s a turn-based system, where 2 persons fight each other with their individual army. The armies consist of different kinds of troops, who are divided into stacks on the battlefield (up to five stacks for each player). Each stack of troops gains an amount of action points each round (the amount of action points being determined by the troops’ speed characteristic), which can be used to perform actions such as moving across the battlefield, attacking or using abilities.
A video and some screenshots are probably much better at explaining this than I:
As you can see, the core of the system is pretty much complete. I do naturally need to add more units, but that is not a really a concern. However, I’m not sure about how the map itself should look like outside combat. My current plan is to basically let the map be a tournament-style game, where you start off by composing your army and hero. Then, you just fight each other’s armies in a tournament.
So what is the reason for me posting this here? (Other than trying to get attention)
Well first of all, as I mentioned before, I’m not too sure about my idea of the map being set up like a tournament only. I’d very much appreciate ANY ideas concerning game modes and the map in general. Ideas about units and abilities are also appreciated, although I do have a lot of ideas already. Also, I wouldn’t mind hearing what you think about the combat system :P.
Holy wow!!!
This is exactly what I wanted to do, just that I am too much of a noob and lack the time to actually pull this one out of my ass
Oh wait Suggestions...
Obstacles are a must "Trees. Rocks, Lava Pit", landscapes as battlefields with a city in the background/deserts, etc
I don't think giving it a base is a good idea, otherwise is going to be Starcraft with turns... with is not cool on its own.
I love it, because you can do SO much stuff with this setup :)
@Hamstroman:
if you need ANY help man.... just pm me.
this reminds me of Tactics Ogre... I will be glad to assist in custom music, art, textures, or doodads (once I figure out the exporter crisis).
@PrivateTickles:
This looks very polished already, and I'm a big fan of HOMM2-3 and KBAP.
Thoughts:
• Making anything more than a simple tournament mode will be an immense amount of work-- a whole other map to make. Consider posting your battle system for others to use in their maps when you're tired of working on it.
• Can 3 armies battle in a FFA? That could be neat in some cases, but beware of making 3+ players fight at once as your main mode. It will always involve one guy hiding in the corner until the first two wear each other out. That just feels cheap after a few times. Maybe remedy this with bounties on killed units that can be used to repopulate the army in between rounds.
• Definitely include heroes with levels/skills that can be saved. Besides just being cool, this will add a lot of replay interest to your map. Keep the skills moderate and maybe make bigger spells take more rounds to cast to help balance this. In other words, advantage to veterans, but not insurmountable.
• If you decide to make a heroes-styled kingdom, then make it in realtime.
If you have the map movement be turn-based, it will take forever. This was the main drawback of HOMM multiplayer. the overmap would have to be in realtime with encounters taking place through your system. This might even require a small system based on unit speeds to determine whether a spotted enemy can be engaged or is able to flee.
• Tournament sound good for a less epic game. Some options:
1) After composing their armies, the players go through 2-3 preliminary rounds against computers. I don't know how tricky this would be to implement. The survivors are then matched against each other with their remaining forces, rewarding good strategic play with more units against the other players. If it's just PvP in every round, then let them purchase new units so that going up against a skilled player in an early round doesn't guarantee a loss the next the round from fighting with minimal forces.
• While two players are facing off, the other players not involved in the match are given spectator units with limited powers to affect the battle. For instance, they're given spirits that can cast area buffs/debuffs or summon walls or beehives or neutrals into the battle.
• Unit veterancy and upgrades.
• Randomly drawn cards that hero units employ as in Magic:the gathering.
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Turn-based combat game
What is this?
It is an attempt to make a combat system similar to the ones seen in games like Heroes of might and magic and King’s bounty. I decided to use the King’s bounty combat system as a template, because I found it to be much more advanced and challenging compared to the one in Heroes.
How does it work?
You should be familiar with the combat system already if you’ve played games like Heroes of might and magic, King’s bounty or age of wonders. I’ll try to explain it:
It’s a turn-based system, where 2 persons fight each other with their individual army. The armies consist of different kinds of troops, who are divided into stacks on the battlefield (up to five stacks for each player). Each stack of troops gains an amount of action points each round (the amount of action points being determined by the troops’ speed characteristic), which can be used to perform actions such as moving across the battlefield, attacking or using abilities.
A video and some screenshots are probably much better at explaining this than I:
As you can see, the core of the system is pretty much complete. I do naturally need to add more units, but that is not a really a concern. However, I’m not sure about how the map itself should look like outside combat. My current plan is to basically let the map be a tournament-style game, where you start off by composing your army and hero. Then, you just fight each other’s armies in a tournament.
So what is the reason for me posting this here? (Other than trying to get attention)
Well first of all, as I mentioned before, I’m not too sure about my idea of the map being set up like a tournament only. I’d very much appreciate ANY ideas concerning game modes and the map in general. Ideas about units and abilities are also appreciated, although I do have a lot of ideas already. Also, I wouldn’t mind hearing what you think about the combat system :P.
I think this is a very cool Idea and looks cool
HELL YEA !!
I can help you with that I am huge fan of HoMM game. HoMM3 (and HoMM5 TotE was good).
Take this to this to the new level.
Putting a High Templar in there and giving no offensive melee/ranged attack will make it useful for the AoE abilities maybe.
Maybe when a caster wants to cast a spell, it needs to take a number of turns, which is a number of unit before it's next turn. But that's a FF Tactics idea so it might not work...
This map is more of Player Turns than Unit turns.
But if you can remake this and made a Unit oriented turn base map then it'll be interesting:
Zerglings gets the fastest turns, deals the weakest damage. Marine gets a moderate speed turn, deals moderate at a range.
Position of units would make it important so zerglings don't swarm you maybe.
You could make a map system in which armies are represented by units, and you navigate them (Turn-based, of course) and when a battle commences it shows a battle scene like the one you demonstrated. Something similar to say...Fire Emblem, I suppose. Just an idea if you haven't already considered it, your project looks nice so far.
Download link please :D
Tournament-style fighting is fine, but you should certainly have bigger maps and obstacles and such, and maybe even increase the scale of the whole game so it's more zoomed out with one "unit" being represented by multiple units in a square. See Civ5 combat.
Interesting idea. My current idea is basically to have the high templar be a not-so-strong ranged attacker, who relies on his abilities, like psi storm, but i hadn't thought about the abilities using a "charge up" mechanic... hmm... Could make some interesting elements to the game if some abilities take more than one round to prepare/cast/whatever. Definitely something i'll consider using.
Ah, a navigation system like those in final fantasy/heroes? Yea, i have actually considered a system similar to that, which would be pretty cool, but there are a few problems:
1: Although it is generally very fun to have that adventure style navigation, it could possibly be a problem for a multiplayer game, as there can be a good chunk of time between each players' turn. However, if i plan to make a single-player mode this should work out great!
2: Another problem though, is that i think it might be a bit hard and time consuming to make compared to some other approaches.
But this is still an idea that i'm very open to, although for multiplayer i'd prefer it to not be turn based.
I am planning to upload a demo in the near future like the one in the video, so you can play against yourself/your friends on the same computer :)
Yea, i definitly agree that the maps(battlefields i suppose?) should have obstacles, perhaps even neutral objects that do negative/positive stuff to your units. The size of battlefield is something that i'm very open to changing, and fortunately it is no problem to have battlefields of different sizes in the map.
Interesting suggestion about having multiple units represent a stack, although it will be a bit harder to implement, it is something to consider. The zoomed out view is not a problem at all though, as there is already camera control in the map that allows you to rotate the camera and zoom out with the mouse. (not shown in the video, somehow i forgot it >_<)
Thanks to all of you for your feedback, it is highly appreciated :) Keep it coming!
May I suggest doing a Turn-order display like in HoMM5. Knowing in which order each unit is going is so important. Looks insanely good. I love it.
Very cool, love these style games. I was making one in SC1 but never finished and was planning on doing something in SC2, but you beat me to it!
That's nicely done :)
Definitely just spitballing it here, but I have an idea for the game mode.
How about implementing a card game set up on top of this? Set up the units as cards and "summon" them onto the field over the course of the fight. Put the player as a nonmoving unit on one side of the field that casts these units and special abilities. Killing the player wins you the battle.
I dunno, it seems pretty cool to me, but you can really do whatever you want to with this setup, its super nice.
Good idea! Sounds like a cool and useful feature to have. I'll put it on my mental checklist.
I think that's a pretty cool idea actually. I to be honest think it's a game mode that will be a bit harder to implement because the constant stream of units will affect balance a lot, but it's definitly something that i could consider adding (although probably not as the first game mode).
And again, thanks to all of you for your comments, i really appreciate your suggestions/nice words. Do come with moar! :P
This looks very nice.
Keep up the good work I would love to see this completed.
this looks promising. You should add a hero who has special abilities and/or spells to buff units.
You could always have bases. Each player has a base (probably a small command center, hatchery or nexus on a hex could denote this), and destroying it prevents players from building more units. Units could be built like in advance wars, and the base could give out an income.
Perhaps to make it fit with the different races, each race has its HQ, but can capture "resource spots" (again, capturing should work like in advance wars IMO), which increases their income, and in each resource spot, the player can build a certain "building". Ex.: Building a Barracks allows faster infantry production, (it's more of a specialization choice you make after capturing a spot) while a starport could give you access to air support (support powers, perhaps?) and what not.
Holy wow!!!
This is exactly what I wanted to do, just that I am too much of a noob and lack the time to actually pull this one out of my ass
Oh wait Suggestions...
Obstacles are a must "Trees. Rocks, Lava Pit", landscapes as battlefields with a city in the background/deserts, etc I don't think giving it a base is a good idea, otherwise is going to be Starcraft with turns... with is not cool on its own.
I love it, because you can do SO much stuff with this setup :)
This is pretty awesome, Final Fantasy Tactics / DIsgaea!