Devlog #6 / Week 8 ~ Some Combat
Date: 17.06.2020 - 24.06.2020
I started this week with research on turn-based combat mechanics; especially stat based ones. I looked at how pokemon and looks like it was more complex than originally planned. My main inspiration for my combat system will be the statistic modifiers in pokemon:
https://www.math.miami.edu/~jam/azure/attacks/comp/statmods.htm
Everytime the player does a particular action it will increase that particular statMod and increase the stat accordingly
eg. defense modifier increases/ decreases the defense stat
After the player has fed all 3 characters it will start a battle sequence; the battle turns are randomly generated and it they will perform their actions according to what order they're in line.
This is when some big unpredictable life changes happened that I had to manage and so I couldn't develop the combat system any further; and so in the end it much more limited than I wanted it to be. You can Attack, Heal, Evade, Weaken and Shield and the more meals you feed your character the stronger they become!
In the end this project became more of a big prototype with a lot design challenges rather than a full game. Even though I didn't get to make a finished game like I planned out to do; to answer my research question I feel like I've accomplished at creating a 'unique' combat system. It's not all coded but at least the idea and promise of one is here. In my opinion this game has replay-ability promise even though it's not here yet.
If I decide to develop this prototype further here are the things I would love to add and explore:
- Proper character stat building; both in-battle and out of battle
- Deck building; decide which characters are in your party with unique base stats and favourite, disliked and intolerance food.
- The battle turns are based of an initiative stat unique to each character
- Combat triggers; wander around in a 2D world and once encountering enemies the battle will trigger
- detailed combat attacks, mirror attack, life drain, Make ally, etc.
- Enemy Ai; construct the best meals possible
- Polish everything that's already there
Get Train Snacks ~ Prototype
Train Snacks ~ Prototype
A Turn-based Strategy Cooking Game
Status | Prototype |
Author | Lluc.art |
Genre | Strategy |
Tags | 2D, cook, Cooking, Turn-based, Turn-Based Combat, Turn-based Strategy, Unity |
More posts
- Devlog #5 / Week 5,6 & 7 ~ Cooking is now OperationalJun 23, 2020
- Devlog #4 / Week 4 ~ A New GameJun 23, 2020
- Devlog #3 / Week 3 ~ Big OofMay 20, 2020
- Devlog #2 / Week 2 ~ PrototypingMay 20, 2020
- Devlog #1 / Week 1 ~ Early BeginningsMay 09, 2020
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