2012 30 Oct

Combat System #4: The Grid

Categories: Game Design

Just a quick preview of the combat grid in Chaos Chronicles. You can see the path preview that indicates the range for move+action (green) and double move (yellow). Soon, we can show more than this – thanks for your patience so far.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

24 Responses to “Combat System #4: The Grid”

  1. Oasis

    Nice! I can’t wait to play this style of game with *good* graphics. I don’t think there’s been one since ToEE. If there has been, someone please let me know, cause I’m missing out.

  2. hovery

    There hasn’t been such a game with nice gfx, but still you should really give Knights of the Chalice a spin. The Ultima VII-like graphics may look ugly, and the font might be atrocious and hard to read, but the game is great. Good d20 combat, hard and punishing encounters, great enemy AI – what more could you ask for?

  3. Oasis

    @hovery Yeah, I’ve played KoTC :) There’s just one thing I can ask for… good graphics! The dungeons in this game especially, they look so cool.

  4. D

    Enemy Spotted!

    Anyway the screenshot looks cool. I once thought the grid display would be ugly, but it now turns out ok. Maybe you can add a grid transparency option or hiding grid option?

  5. XhmX

    I really like how subtle the grid looks, it’s not “in your face” as I had anticipated, it blends into the ground. GREAT work!

    By the way, I agree with D, a grid transparency option would be greatly appreciated if it’s not too much work which could be spent on polishing other things.

  6. __doug__

    Looks good to me. Although I can’t tell for sure until I use it this looks better than the movement system in ToEE which was a pain! I take it 5 foot steps will also be implimented?

    BTW: Is their a concept of “facing” in the game?

  7. CC-Team

    @doug: yes beside other combat actions, the five foot step is already implemented (but probably it will be limited to melee classes)

    After your requests, we will add an option to adjust the opacity of the combat grid

  8. CC-Team

    @Doug: we will have facing through “Flanking”: if you attack an opponent from opposite directions, you will receive an attack bonus.

  9. Nightcanon

    Is the grid always (visibly) in place, or just overlaid as combat commences? Good call to go with hexes btw- perhaps too tricky for PnP, but much more ‘organic’ if a computer is handling things.

  10. CC-Team

    @nightcanon: it’s only visible in combat and only during the player’s turn.

  11. rod

    please tell me 2 things: (1) you’re bringing this game out very soon! (2) it’ll be on 360

  12. sirchet

    Have you seen the way the move and act, extended move areas are displayed in X-Com Enemy Unknown? I think it would be a great way to handle movement.

  13. hovery

    rod: thankfully, this game will be PC-only.

  14. Rpgguy

    D&D 3.5 grid should be squares I believe and not hexagons ( like in KoTC )

  15. Rpgguy

    I mean hexagons changes the tactics considerably… ( you can only be attacked by 6 opponents and not 8 for example )

  16. Dromin

    Is there a FAQ for the game yet? I have not been able to locate one.

  17. CC-Team

    You can ask your questions whenever and wherever you want on this blog @Dromin. We will try to answer them :)

  18. Dromin

    I really like the hex map. Nice choice there. I also love that it’s going to be turn based. Actual strategy in a CRPG is great.

    My question though is: I keep seeing remarks that the 3.5 DnD ruleset is being used in the game. Is that true?

  19. CC-Team

    We use OGL 3.5e, yes.

  20. Nightcanon

    RPGguy-
    I think 3.5 DnD gives the option of using either hexes or squares (certainly there are hex templates at the back of the DMG for creature sizes and spell areas). I guess most people have used squares because they are easier to do in paper (just print your dungeon as a series of square tiles, scaled up from the map drawn on graph paper), but for a computer that can superimpose the grid, seen or unseen, on a digital map, hexes are as easy, and probably more realistic.

  21. Rpgguy

    I actually checked what Nightcanon said and it is true.
    When I saw the hexagons I thought hey this doesn’t look like its a 3.5 system but after the CC-Team comment about the game being played as 3.5 I am pretty happy :)

  22. simon

    i like this old school game !
    It s make sense to introduce hexagons like on rpg paper. And i hope, even it s “Black Eye style”, warriors will be able to buy speciality attacks (counter attack, block, strong attack..)

  23. Dromin

    Thanks for the response about the ruleset. 3.5 is a phenomenal mechanic in a turnbased game (fan patched ToEE taught me that).

    I’ll be buying this one, that’s certain. :-)

  24. Ali

    Concept Maps | Curriculum Magnificent goods from you, man. I have understand your stuff proiuevs to and you are just too fantastic. I actually like what you have acquired here, really like what you are stating and the way in which you say it. You make it entertaining and you still take care of to keep it sensible. I can not wait to read far more Concept Maps | Curriculum again from you. Thanks For Share .

Leave a Reply