Clashing in Ventura

This post will be somewhat of a ramble as I’m going through a pretty tough design decision in Ventura’s combat system that I want to work through on ‘paper’.

If you’ve been reading regularly, you’ll know that Ventura’s combat system is simultaneous turn-based. This means that both teams set their orders at the same time, then those orders playback simultaneously. Unlike a regular turn-based combat system, players are moving and attacking speculatively; the information they have available to them is historic. The enemy is making moves that the player cannot witness until it’s ‘too late’.

Because of this, typical easy-peasy design concepts like “One Unit One Tile” aren’t quite so easy. If I decide to move my barbarian Gregor to tile B6 and my enemy does the same, then both units are in B6. More than one unit per tile is a regular occurrence in Ventura right now, it’s the nature and limitation of the system; a fundamental issue.

I call this Clashing. It can happen in two situations;

  • Destination Clashing: The player and their opponent both select the same tile with one of their own units’ move actions. These Units therefore arrive in the same tile.
  • Path Clashing: The player and their opponent both select tiles that cause the movement paths to cross during their units’ move action.

Currently I’m attempting to build a solution that causes a move action (and the next maneuver’s move action) to be blocked by Destination and Path Clashing. This causes the moving Unit to be stopped in the tile they previously moved into if there’s any collision detected between them and another Unit. I’ve been struggling with the tech side for a few mornings, but I’m already wondering whether this is even a solution I want.


Clashing is used in Frozen Cortex, a game I'll need to research for this problem
Clashing is used in Frozen Cortex, a game I’ll need to research for this problem


With 10 Units in the grid, and 2 maneuvers per Unit, there are going to be clashes all the time. I was imagining that a clash would be a rare occurrence but from testing my solution it’s clear that the speculative nature of simultaneous turn-based combat and the amount of Units I have is going to increase the frequency of clashes.

I don’t think I want a lot of clashes. I want players in Ventura to know where someone will be and where they will attack as much as I possibly can. Clashes are extremely disruptive. If Units are constantly having their moves cancelled then players will have very little idea where their Units will end up once the outcome phase is over, let alone from which tile they will attack.

I need to work on an alternative, but there are a lot of options and I’m finding it hard to choose between them…

Alternative 1: Remove Path Clashing, Keep Destination Clashing

In this solution, a Clash will only occur if Units stop in the same destination. If they cross paths, they’ll just pass through one another. This will reduce the number of clashes. Unfortunately it’s messy because I need to determine where the two clashing parties end up if this happens. I’m struggling to think of a fair solution that also makes sense.

Get outta my spot!
Get outta my spot!

Alternative 2: Grappling

Grappling is an attempt to make clashing an actual mechanic. Like the above solution, path clashing will not occur. However if Destination Clashing occurs, the Units are actually kept on the same tile; locked in hand-to-hand combat. Much like above, there needs to be some logical and fair way to resolve the grapple. I like this solution because it creates more gameplay. It makes intercepting someone’s movement a valid tactic and grappling with a Unit could prevent them performing powerful moves. It’s like a gamified Skip Turn move. For this solution to work, I need a new form of resolution to determine when the Grapple ends, who wins, and where both parties end up.


If you can’t tell what’s happening in this mangle of muscle, it’s Zangief grappling with Blanka!


Alternative 3: Weight

Weight is a mechanic I could add to prevent some of the disruption caused by clashes but not completely ignore them like with Grappling. Currently if two Units clash, both have their movement stopped and their next movement cancelled. Weight would add a priority value to every single Mercenary in the game, with the higher Weight Unit being allowed to continue their path unhindered. This would halve the disruption, and add a unique flavor to certain characters with a low/high weight.


Heavier characters would enter juggernaut mode

As you can probably tell, this is a big deal! If I cannot solve this in a reasonable way, my whole combat system is compromised. I’m very confident a solution will be found, but to make sure it’s the right one I think I’ll have to branch my project and create 3-4 solutions.

Very time consuming, but it will be ultimately worth it!


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