Wednesday, April 23, 2014

Update on Combat System

Together with our new programmer Thomas we're putting many hours in further prototyping of Aborakon's combat system. We've chosen Unity 3D as a platform which seems to be a great fit also regarding potential mobile hardware releases. 

As you can see from the screenshot below the battlefield is divided into square sectors. Each sector can hold up to four characters (2 allies and 2 enemies). Characters can only end their movement and fight inside sectors. One sector is something like a duel arena for 1vs1 or 2vs1. As soon as a fourth character enters the sector the duel splits up again into two separate 1vs1 duels in one single sector. This rule setup ensures that the different weapon ranges are still handable as all characters need to get into an ideal weapon distance for maximum effect. 

Current combat prototype in Unity 3D (or more 2D) showing a move action at the right bottom corner.

On the left side you can see a kind of initiative bar. It works actually different: As there are no action points in a traditional way in Aborakon each action "consumes" a certain amount of time points which bring the character portraits down on the bar. As time "flows up" more time points spend means that the character will get its turn again later than someone standing vertically over the portrait. An example: A sword strike "costs" two time points. The attacked character defends himself with a parry action costing one time point which means that the defender will be sooner active again than the attacker.

More details soon!