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Spy DNA - Combat System

Discussion in 'Game/SP News & Comments' started by RPGWatch, May 30, 2016.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Some interesting info about the combat system of Spy DNA:

    Combat in Spy DNA
    This is Jason with an update on the Spy DNA combat system. We've been making some graphics and demo videos for our Kickstarter pitch, and I thought we should share some of them with you. In today's post, I'll start with our new gunsight, that we use for aiming, and then move on to the combat system.

    In Spy DNA we have put a lot of thought into making combat feel as real as we can. One of the areas that's often disappointing in games is the critically important mechanism you use to attack the enemy.

    [...]

    After a lot of experimenting we have settled on a system where the game focuses on a character when it is their turn to start their next action. So while combat is ongoing, the game engine cycles though characters as their turns come up. In this way it feels like a traditional turn-based game. There is one very important difference. While the game is progressing to the next player turn, every character and object in the game moves.

    This was not a decision we took lightly. We made this decision to avoid the time quantization problem that traditional turn-based games have. Think of the frustration where near the end of the player turn you move a character and trip one or more enemies. Now your character (or whole party) just sits there helpless while the enemy takes a turn (or full round) worth of actions. This is a side effect of games trying to map combat to a mechanism that doesn't exist on a battlefield.

    [...]​
     
    Last edited by a moderator: May 30, 2016
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