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Going Full Turn Based RPG - Devlog || Project Bloom

12K views · Jul 11, 2024 · Gaming

Comments · 52

  • @secretsecret7475 · 2 years ago

    alright bro now you can finally cook

    10

  • @keen96 · 2 years ago

    been there, the IQ bell curve meme is way too real. glad to see you're not too discouraged about the tough decision

    18

  • @brandonmccowan · 2 years ago

    If the timeline mechanic is too reactionary for players, you could give characters more dynamic control over the timeline. For example, in Final Fantasy 12, you can cast spells like Slow and Haste to affect action speeds. Applied to your game, it&apos;s not just about interrupting enemy attacks, but also surpassing enemy attacks by speeding up your own attacks or slowing theirs. <br><br>For example, you could speed up another ally’s attack to interrupt an enemy or you could speed up an enemy’s timeline to put them into casting phase and then interrupt them to reset their timer. You could also speed up an enemy&apos;s attack if they&apos;re confused and will attack themselves or another enemy, or if attacking your characters would trigger an effect like a counter. An interesting idea would be creating tradeoffs to give players more control over the timeline at the cost of something else or vice versa. So you could buff an ally with increased cast speed but reduced damage. Or you could slow your attacks to deal more damage. <br><br>Party members could also work together by using time to defeat the enemy. There could be an ability that reduces the next ally&apos;s casting time and if they attack it has a chance to reduce the next ally&apos;s casting time, which could create a chain of combo attacks. So if several characters are close to each other in the timeline, that could unleash all their attacks in one turn. <br><br>Some of these abilities could be character-specific, or one or two could be a core mechanic that&apos;s always available to every character, like a defense option typically is. But the point of using abilities to affect the timeline means the player has more options to leverage the pacing of combat to gain a strategic advantage. This should avoid the dominant strategy of attacking the enemy that just started casting, because you can potentially interrupt any enemy caster by speeding up your attacks or slowing theirs. <br><br>Another idea could take weaknesses and flip them into resistances, so enemies that are resistant to certain attack types could have casting armor so they&apos;d need to be hit twice or more to be interrupted. Full resistance to some attacks could make enemies impervious to being interrupted. That allows the player to plan certain attacks to avoid resistances or brute force through partial resistances with multiple attacks to interrupt them. <br><br>In reverse, characters could skip defending if they know the enemy&apos;s attacks won&apos;t likely interrupt them. Or, mixing two ideas together, an ability could slow a character’s timeline down but increase their resistance to certain attacks.

    5

  • @CheddarGoblinDev · 2 years ago (edited)

    Changed the whole Game 3 times in 6 months... but now I am so happy with the whole scope. There is honestly nothing that I am sceptic about. I think that is the most motivating part to me

    1

  • @TinyPixelDev · 2 years ago

    Very inspirational, and I like the visuals of the game

    2

  • @noiadev · 2 years ago

    Interrupts could still be useful in a turn based system if you treat them like a status effect. Maybe on a critical hit, or tied to specific spells/skills the enemy will get knocked back in the turn order a bit. Affecting turn order is pretty powerful so you could even make a show of it with the enemy icon sliding back in the turn order.

    1

  • @mardelmarcano · 2 years ago

    Very inspirational. Thanks for your experience.

    2

  • @coreyrobinson1900 · 2 years ago

    👏🏾👏🏾👏🏾👏🏾👏🏾👏🏾👏🏾👏🏾

  • @DarkFenikk · 1 year ago

    It&apos;s awesome hearing your Journey.<br>Im an Unreal Developer professionally since 4 years now.<br>I personally love Turn Based Combat Games, especially the Persona Series.<br>I want to make my own Turn Based Combat Game, yet even with my experience it was hard to find the right place to start, besides the time limitations that come with a full time Job.<br>The Video really inspired me again to find the energy and motivation to not back down on it and try again.<br><br>I have already gathered a lot of Ideas and I bet I made quite some mistakes in them, but these I hopefully will realize along the way.<br><br>Thanks for sharing your developement process and I am eager to see more!

    1

  • @emberchord · 2 years ago

    Sometimes in software you just need to pull the plug and sometimes you need to refine and iterate. To determine what is appropriate at which time is the really difficult task. As long as you inform that decision based on what you want to achieve, you can’t go wrong. Congrats on not being afraid to explore a new angle to your combat system!

    4

  • @SlugDragoon · 2 years ago

    I&apos;m also making a turn-based RPG, and saw this channel in my feed, and you&apos;re struggling with something very similar to me! &nbsp;Battle system design is really hard, for sure.<br><br>I also am trying to figure out a turn system where different abilities take different amounts of &quot;time&quot;, but mine was always turn-based, just that abilities eat up time on a meter, similar to the Digimon Card Game, until it goes over to the opponent&apos;s side. &nbsp;So you can use a bigger ability, but the enemies get a longer turn. &nbsp;It&apos;s hard though, I keep running into how difficult it is not to have that meter just hover really close to 0 every time it switches over.<br><br>Subbed! &nbsp;It&apos;s cool to see how other RPG devs are tackling these problems!

    3

  • @DridgeDEU · 2 years ago

    I think it&apos;s both very honest and insightful that you say of yourself that you could learn to &quot;fail faster&quot;. It&apos;s definitely a good skill to have. If it makes you feel better, it&apos;s probably something most people struggle with though. The thing is, when one creates something, there are so many behaviours and psychological concepts that go into it, like the sunk cost fallacy, or the idea that if only this was tweaked to perfection, it would actually work. I think especially the latter is really hard to take into account.

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