Core Mechanics 1 "Pathing&Combat" - DevLog#2


Hello everyone, today we will talk about some of the core mechanics of the game we are continuing to develop. The mechanics we will be discussing are "Pathing" and "Combat".

Pathing: 

Looking at games like "Slay the Spire" and "Banners of Ruin" which have turn-based systems, we can see that the foundation of the pathing system is actually the same, but the presentation of this system is different. Usually, as the player progresses, they are presented with multiple options, and they can see what is limited beyond these options. Then they make their choice and move forward. We also thought of progressing with a design that fits this system. One day we came across "Forward: Escape the Fold" and said, this pathing mechanic is very good. Simple and quite smooth. We really liked this system as an inspiration and decided to make our own pathing system this way. If you haven't played "Forward: Escape the Fold" yet, we highly recommend checking it out.

To put it simply, there are many rows of 3 cards in the same line in front of you. As a player, you choose one of these cards (middle, left, right) and take one step forward. Every choice you make actually determines the options you can access in your next step.

The options that will come across you along the way can push you towards different actions. For example, enemy cards will force you to fight. While camp cards offer characters the opportunity to rest or improve, merchant cards allow you to shop and craft.

Combat: 

Another one of our core mechanics, combat, can be called the most challenging part of the game. Like traditional turn-based systems, each character makes their move when their turn comes randomly and the turn passes to the next character. Until one side loses.

At the beginning, each character has one passive and three active skills. As you progress through the game, you can upgrade and add new skills.

Each skill has a certain cooldown value and action point (AP) value. The cooldown tells us how many turns needs to pass until we can use the skill again, while the AP value indicates how much AP the skill will consume from the character for that turn. Because each character actually has an AP value that is renewed at the beginning of their turns, and after consuming all the APs, they cannot perform any more actions. For example, a character with 5 AP can use two skills that consume 3 AP and 2 AP in the same turn, but cannot use two skills that consume 4 AP and 2 AP in the same turn. As we develop our characters' skills, we can not only increase their effects, but also reduce their cooldown and AP values.

Of course, the real strategic part of the combat system consists of the effects of the characters' skills. The characters' skills can apply not only damage or healing effects, but also many debuffs and buffs. We are working to make these buffs and debuffs play an important role in combat. We want each fight to have a different strategy. We want the player to use their skills according to their team combination or their team's needs.


I would like to share with you the list of current buffs and debuffs without going into too much detail.

Physical Debuffs:

- Bleed, Cripple, Weak, Pin, Poison, Blind, Slow, Pain

Magical Debuffs:

- Burn, Chill, Freeze

Mental Debuffs:

- Fear, Sleep, Stun, Enchanted, Illusion, Taunted

Buffs:

- Stealth, Armor, Lifesteal, Swiftness, Haste, Strength, Rage, Focus

***

We have come to the end of our second devlog. See you in the next one. If you add our game to your Steam wishlist, you will be very helpful to us. Thank you very much! Here is the Steam link. Take care!


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