Today, I mashed together the turn-based battle system with a text adventure and added some rougelike elements. What did this produce? Turntextrogue; a mostly finished turn-based battle system.
I made this for a reason though. For a long time now, I’ve wanted to play an rpg game with a battle system that actually requires you to strategise. This game (or what it would be if I finished it) is an attempt at that. You get three knights and the enemy gets three orcs, the orcs attack first and deal five damage to their corresponding knight. Now if the player attempts to duplicate their enemies strategy and has each of their knights attack their corresponding orcs, that player is going to die. Instead, the only way for the player to win this battle, is to have all their knights attack a single orc every turn (killing it); in this way, every turn, one of their knights will be spared the damage delt to them in the first turn; and in the end, the player will win this battle.
The method descibed above is only strategically thinking when it comes to who to attack; with how diverse turn-based games have become there is also: moving critically affecting how you win the game, attacking critically affecting how you win the game, and items critically affecting how you win the game. There’s probably a whole lot more, but those are all the ones that I could think of for now.
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