Summer's almost over, and with
probably a sizable portion of my productivity. Since I haven't fully recovered yet, the cold months will probably cut my ability to work down like they did last year. Nevertheless, I have some plans to stay productive thanks to last year's experience. We'll see how that goes!
The main focus of my work was, as I mentioned last time, implementing a more final version of the combat system. Some of this is the mechanics I've explained already, but I also added a few more things.
First off, it turns out that fleeing just...didn't exist at all. I need to spend more time testing the new implementation, but the way it works is pretty straightforward:
1. The player holds down a dedicated button
2. While a character's turn is up, they attempt to flee. Rather than rolling random values, they instead idle while contributing to a 'flee meter'. How long the meter is will probably depend on the encounter.
3. Once the meter fills all the way, you escape!
I like this concept in general, because it avoids the question of "can I actually escape?" by offering visual feedback (once the visuals are in) on both
if and
when you'll do so. It also creates a small extra strategic layer: You don't have to flee with your entire party, you can sacrifice escape speed in order to have some characters handle healing and defense while others try to run. I don't know if this will be a meaningful decision in the final game or not, that's one of those things I'll have to test for sure.
I also spent a lot of time thinking about...
ATB
Aside from a casual mention, my use of mechanics similar to the Final Fantasy ATB (Active Time Battle) system hasn't really gotten much talk thus far. Over the past few months,
a streamer I follow has been plowing through the Final Fantasy series--and obviously, I'm taking this as a golden opportunity for 'research'. He talks a fair bit about the mechanics he does and doesn't like in the games, and one thing that comes up sometimes is his dislike for ATB in most games. As someone who enjoys it, hearing contrary opinions is awesome because it's forcing me to consider
why I like it and what parts I could improve on in my own game.
---
Lets dig into some pros and cons. The biggest complaint I've heard is that in many games, ATB winds up being largely pointless. Characters still essentially take turns, just on a delay, and the timing aspects rarely come up because so many of the mechanics are tied to turn-based gameplay. There is a more timing-y way to play, the so-called "active mode" where time doesn't pause in menus, but it also imposes a sort of 'menuing tax'. If you memorize where every option is and are good at mashing out the inputs,
you get a noticeable turn economy advantage vs the player who doesn't. This also doubles as a disability tax--your turn-based-ish game is now tangibly harder for people with poor memory or difficulty making rapid inputs!
I find it hard to dispute those points, so why do I like ATB (and active mode in particular)? The answer is
stress.
When you play a typical turn-based game, there's no pressure to make your move. You can spend minutes plotting out the strategy for a turn, go back and change your mind multiple times, and explore every possible option before committing to the perfect turn. I think that's a little bit boring, and it also puts the designer in an awkward place--the only way to offer a real challenge is to either make the enemy is so overwhelmingly big or so complex that the player has to really stop and ponder their moves. This often fails leading to the player just repeating the same actions over and over, and when it
succeeds it leads to very tightly-tuned fights that are fun but probably too much for more casual players.
In other words, it's hard to make a turn-based RPG that's both engaging and easy to get into without resorting to input gimmicks (like the action commands of
Paper Mario) or a more complex strategy layer (as you see in the 'SRPG' genre and the modern rash of deckbuilders).
This brings us back to ATB. I think ATB resolves this issue brilliantly
by not giving the player time to think deeply about their decisions. They have some time but not enough to play perfectly, and all the while there's the threat of enemies taking extra turns to spur a quick decision. With quick and imperfect decisions comes mistakes, forcing the player to improvise on the fly to claw the fight back into a state of equilibrium. In my opinion, it brings an aspect of suspense that's often lacking in the genre. Which me to the question:
Is it possible to maintain that feeling without introducing the problems? I'm still actively working on this one, but I think the answer is yes.
Speed-Chess Combat
My first attempt at revising the combat was to take inspiration from speed-chess (and to a lesser extent, the turn timers used in online card games like Magic). Rather than letting time constantly pass, the fight briefly pauses (3-5 seconds in my test builds) when a character's turn comes up to let the player input a command. Combat resumes when the timer runs out,
regardless of whether the player has finished or not, but the character's turn doesn't end either. In practice, this means that simple commands that only take a few seconds to input are never penalized, but you're still pressured to make fast decisions. A system like this would also be better for accessibility, since the timer could be cranked up as needed or even made indefinite until the user chooses to end it.
...this didn't really pan out. The biggest issue came from 'close races', where two characters' turns came up around the same time. I would regularly wind up in situations where a character I wanted to command was
about to move, but another character's turn came up first--forcing me to resume time and switch...which immediately re-pauses time. It feels extremely jarring in practice, but without a better option I kept it for a pretty long time while testing.
Refunds
My next (and recent) crack at this problem was a little more complicated. Rather than stopping time altogether, I had the idea to slow the combat speed while in menus
and refund some of the lost time after a character's action is selected. This approach isn't as robust since enemies can still take their turns from the moment your turn starts, but I thought it could serve as a less intrusive way to reduce the penalty of menu navigation while still solving the 'close race' problem. I'm still deciding how I like this approach, I suspect it'll take a few more iterations to get the flow of combat right.
Some Good News
I also did a design pass on all of the enemies in the demo dungeon, including the boss! At this stage, I'd say half of the enemies are 'done' on a mechanical level, and the rest are at least present in-game with some portion of their stats and mechanics in place. I was really hoping to have the whole thing done before this update (hence how long I held off from posting), but after 7 months I'm finally starting to lose steam on the combat train. I've decided it's better to switch gears for now than to push myself to the point of burnout, but I'm still very happy with my progress. We started the year with almost nothing, and now most of the basic mechanics are in alongside a bunch of monsters and skills!
And Now, Art
Another small milestone: I didn't just do a design pass on monster
mechanics... I drew some more concept pieces too! Here's a lil collage with all of them:
As you can see, there's a lot of stylistic drift happening. It's to be expected, I've been doing pixel art for a pretty long time now but digital painting a skill that I'm still developing. I'm not entirely happy with these as a unit, but they've helped me think about the creatures and their vibe. It's much harder to figure out appearances without sitting down to actually draw for a while, and even if I'm not well enough to iterate properly this is still a step in the right direction. With these I'm finally able to think about design and art styles a little more clearly!
Speaking of things that I'm not entirely happy with, I also took a first crack at the dungeon itself:
It's too 'generic sewer level'. That's not the vibe I'm going for, so I've gotta brainstorm how I really want things to look and try some more ideas out.
As you can see, it was a productive--if not fruitful--couple of months on the art front! I'm not sure if I can keep it up once winter hits, but I'll try to do a little here and there.
Anyway, I think that's enough for one devlog. I've actually done a bit more than the above, but we're running long and I'd like to get back to working on the game itself!
With my decision to switch off of combat for a while, it may be a bit of a grab-bag for a while. My first order of business is improving the project structure. I'd like to be a little more open with my code, but at the same time I don't want spoilers running out in the wild. To that end, I'm planning to isolate the 'engine' and 'game' parts to some extent. Hopefully that doesn't take too long!