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'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's attack if they'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's casting time and if they attack it has a chance to reduce the next ally'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'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'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's attacks won'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'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'm also making a turn-based RPG, and saw this channel in my feed, and you're struggling with something very similar to me! 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 "time", 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's side. So you can use a bigger ability, but the enemies get a longer turn. It'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! It's cool to see how other RPG devs are tackling these problems!
3
@DridgeDEU · 2 years ago
I think it's both very honest and insightful that you say of yourself that you could learn to "fail faster". It's definitely a good skill to have. If it makes you feel better, it'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.
Up next

Surviving an indie game release | Devlog #12
WhyKev · 15K views

How To Make RPG Combat More Interesting
Adam Millard - The Architect of Games · 805K views

Britain’s Far Right is Getting Really Weird...
JimmyTheGiant · 461K views

I Made A Game But They Ruined It
Magic The Noah · 6.1M views

12 Metroidvania RPGs That Have No Right Being This Good
Gamepad Legends · 3.9K views

Why RPG Developers Should Ripoff the Original Dragon Quest
The Crawl · 35K views

Making a JRPG in Unreal Engine 5 - Devlog
Cobra Code · 22K views

Reviewing a Bunch of RPG Maker Games
Majuular · 870K views

EU Tells USA To BACK OFF! Dutch BAN Microsoft, Bonds COLLAPSE, Trump PANICS
House of El · 222K views

Creating a Battle System - Devlog || Project Bloom
Edom Games · 1K views

The Right and Wrong Way To Make Turn Based Combat
MangaKamen · 99K views

How Hard is Making an RPG Really?
Edom Games · 2.1K views

How Do You Improve Turn Based Combat?
Design Doc · 988K views

3 Years Playing God With My Computer Simulated Goblin Society
Code4Broke · 181K views

I Made a Fantasy RPG from a D&D Campaign (RPG Maker)
DoubleDan · 18K views

American Mind Blown by European Bus Driver Skill & Maneuvers
IWrocker · 33K views

What Makes A Good Roguelike/Roguelite?
PepperHead · 904K views

Building the Battle System of My JRPG in Godot - Omicron Historia Devlog #1
Megalukes · 3.4K views

Adding 3D Terrain to my 2D Game [DEVLOG]
JohnBrx · 407K views

Good Game Design - Tactics Games
Snoman Gaming · 297K views