Well if you want true horror you must increase sense of anxiety and also to leave player to play with his own decizions not hold his hand, so i vote for the harder option to only be able to heal if player chooses to have a medic in squad
Yes, we went no healing if no medic
I believe that the bottom line is that having a medic in a team should be noticeable - whether it is about allowing to perform healing in general, or about making the healing more effective (consuming less resources, healing more HPs, etc.)
I always had issues with design where the player was only able to use healing actions inside combat. Example: Darkest Dungeon. Even if you had a healer in your team, the "heal" action was combat-only. This simply made no sense.
In Shardpunk I tried to work around it with introducing two different healing modes. The in-combat one is a quick one, using adrenaline syringes. It gives you a quick health boost which will then disperse after combat. Real healing takes place between combat, where meds and bandages can be used to restore hit points for real.
That is actually a very good idea, Darkest Dungeon mechanic increases the sense of survival/adventure by having healing only during combat, while Xcom concentrates on pure tactics and got healing outside of combat.
I think it counts what you aim at, deep survival or deep tactics. For your project yes, deep tactics are the better choice.
No multiple units selection because that will cause pathfinding problems due to the fact that we have complex map architectures like in-door buildings and vast areas.
Does not sound like a good reason not to do it... if it's slow you can split it up over multiple frames, or you will need to find a way to make it faster. If it makes the game more enjoyable it would be a shame not to allow the players to do so.
I don`t know any other specific details since I don't know to code but the programmer said it will cause too many problems on our custom engine. I will ask him again next week about this.
Thank you for all the CC guys !
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Meantime.
We had a very
critical BUG in our game.
Each time we play more than 7 maps(random maps not a specific map) the shadow layer disappears, then if we play more the wall layer disappears, and even the interface layer disappears(note that mechanics, colliders all that worked fine, just the visual part disappeared). We were in an insane mode because we would not find the source, the programmer(Sergey D.) optimized the code and searched for memory leaks but nothing made sense. And in order to be able to play again, we had to exit the game entirely and enter gain
And finally, he fixed it, this bug was from almost the beginning of development.
The solution was to remove the map editor from the game and create a separate exe for the editor.
In the future, we will need to decide if we polish the editor to include it in the full release or to add it later as DLC.
Opinions about editor release?