This is my kind of game. Just wondering how you're going to implement combat with no randomness. I'm trying to find a balance in my game now, I'm curious as to your technical/philosophical outlook on the issue.
Good luck! The world needs more turn based tactical games!
Indeed it does, my friend.
A balanced combat system is hard to implement. Even in turn-based games like chess, there is imbalance because of the first move advantage. Most of the time, people put randomness into their games because balancing then becomes much more straightforward. It is much simpler to say that a unit has about 20% chance to deal twice the damage it would normally deal than to iron out the advantages of units. Personally, I think that randomness is not a bad thing to have; however, it makes a game hard to balance, and allows the developer to exploit the players, like in WoW. Blizzard is known for helping imbalance to exist in the game so that players will be forced to play other classes, or just to play more to be useful to their parties. Such problems are, however, not that important to single player games, unless you are intent on making a game that will be praised for its genius.
This is how combat works in
Red Mists:• Every unit has
5 main stats:
HP, Move Range, Attack Range, Damage, Class. Classes provide weaknesses, buffs and skills to use. Terrain can affect damage, move range and attack range.
• Every unit has a
morale stat, which is initially 100. Whenever the unit deals damage its morale gets reduced by 2, and whenever the unit is attacked its morale is reduced by 4. Skills and the terrain the unit is on also affects its morale. After a certain loss of morale, the unit breaks (surrenders), goes berserk or runs away. This behaviour is dependant on the unit's class.
But how will this be different from the aforementioned?
VVL was a project whose sole purpose was to make me learn something about game making and coding in GM8. While I may not guarantee that Red Mists will be exceptionally good, it will be better than VVL in that it will not be linear, unbalanced and buggy. I am considering to have at least Shogun: Total War gameplay in the final product. The gameplay is already miles ahead of what was in VVL, with units getting bonuses in flank attacks and gaining advantages for being nearby allies.