Ventura – Where we at now?

Over the last couple of weeks I’ve been catching you all up with my progress on the Ventura combat system. Since it was technically over a month ago, you guys are a month behind!

I felt I’d catch you all up with a video of the combat system in action, as it’s totally the best way to show you what I’ve been working on. But first, a recap…

 

The GSD

Let’s start with a before-and-after comparison of GSDs since Combat Week ended;

After Combat Week
After Combat Week
GSD - All caught up!
GSD – All caught up!

YOU SEE THAT GREEN? It’s everywhere, right? Let’s go over what it all is…

 

Sound Integration
Ok so I can’t exactly showcase this, but since Combat Week ended I’ve implemented various clangs, swishes, grunts, and repetitive “Confirmed!” stings. Yippee!

Combat Damage
On the last Combat Week day, I got Attacks working. Now they actually deal damage, correctly.

Turn Resolution
This was a biggy, you can now play input orders to all Units on both Teams, watch them resolve correctly, and begin the next turn.

Death!
I forgot to green this one in, but now Units can die and it doesn’t completely break the turns and resolution systems. Sweetness.

Now that’s all done, let’s see this baby in action.

 

  • Player 1 perform a Move Maneuver and an Attack Maneuver with Lucina (Unit 1).
  • Units 2-4 Idle for both of their turns
  • Unit 5 performs two Move Maneuvers.
  • Player 2 Idles with Unit 1
  • Cordelia (Unit 2) performs an Attack with Maneuver 1 and then Idles for Maneuver 2
  • Units 3 & 4 Idle for both of their turns
  • Unit 5 performs 2 Move Maneuvers.

From the outcome you can see Lucina move into position and hit her two targets. Cordelia doesn’t hit anyone with her Maneuver 1 Attack, as Lucina is not in position yet… if only she’d Idled first!

Screenshot - All caught up
Screenshot – All caught up

The combat system has come a long way but there are still some pretty important features I need to implement, that will probably take more than my morning hour to finish.

  1. Clashing – What happens if two Units want to enter the same tile? How is that resolved?
  2. Movement Cost – Units should only be able to Move 1-3 tiles per Maneuver.

My super regular updates will probably dry up a little as I work on these major features. Once they’re done, however, the combat system is pretty much ready for Content and then the dreaded PLAYTEST.

Scary stuff!

A little DevPact update

DevPact is now live on http://www.devpact.com!

I won’t be posting as frequently as on here, but I’ll be posting less “omg MORE Ventura?!” articles and creating some more unspecific content for your amusement. So far we’ve published our first ever DevPact Podcast and I’ve written a couple of articles about Stephen King’s On Writing, a wonderful book that’s made me think about Game Development in a different way

Check it out!

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