Dev Log -17: Turn Based Combat Mode
I wasn't happy with how the combat was working out, so I was playing around with damage to health scaling, combat speed and other parameters. But I couldn't strike the comfortable middle between too quick and hectic (narrow corridors, obscuring walls and other isometric stuff didn't help much here) and too dragged out and unnatural. So last week I set down and implemented a turn based combat mode.
I considered doing this before but I was reluctant due to some real-time dependent (not necessarily combat) features I have planned. But I gave it another thought and I think I can still manage it despite the combat being turn based.
So about the combat: Not all skills and abilities are implemented to work with turn based combat yet, but it's coming along nicely. The system I'm currently using is action point based with separation between action (all purpose) points and movement points (green and yellow on the interface respectively). I'm still deciding on how much of each a character should have and what stats should influence them.
In the following week I'll be mapping the rest of the stuff to work in turn based combat as well. As for the future of the real time combat in the game, it will still stay for battles that don't include the player character, but the player combat will probably be exclusively turn based as I don't want to have to balance all the encounters for both. Have too much stuff to do as it is.