Not long after Voidspire Tactics’ release, I noticed an issue with one of the combat mechanics. This has gone unnoticed by most players, but I think it’s an interesting example of how straightforward mechanics can cause unintended results.
In Voidspire Tactics, each character has an Act Timer that starts at 0, then slowly increments and fills up. Once it’s full, you get a turn. Most characters have 30 Act Time, fast characters might have 28, slower ones 31, etc.
Act Timer of 30.
As I mentioned in the last dev log, my next game (codename: More Tactics) will allow you to fight in a group of 6 (up from Voidspire Tactics‘ 4-man team). You’ll form your squad from a large pool of characters that you recruit and train yourself.
To facilitate this, More Tactics is going to have some roguelike-ish elements. For example: certain areas will be procedurally generated, and your characters can permanently die if not healed in time. (It’s important to note: Revive spells aren’t necessary – any kind of healing will stop the death timer.)
My scout (in green) got KO’d. If he doesn’t get healed soon, he’ll die.
Now that Voidspire Tactics has been out for 5 months, I’m happy to say it has made just enough for me to make another Tactics RPG! It’s going to be set in the same universe and use the same engine, but it won’t be a sequel. This isn’t the big official announcement; the name is still in the works. For now let’s call it More Tactics.
As always, my first draft of the logo came out perfect and needs no changes.
Each Class allows you to spend XP to increase certain stats. Different classes have access to different stats — Warriors get HP and weapon skills, Scholars get MP and magic skills, etc. Upping a stat increases its XP cost, so you can’t just overlevel your HP into the stratosphere.
Kendra the Warrior raises her HP.
My original plan was to include every stat as raisable in some way, but it turns out this is rather problematic. There are a number of reasons why it didn’t work out:
As the player explores, they’ll find some items or objects with purposes that aren’t obvious. For this, there’s the journal. The journal isn’t a quest log, but instead records info about objects that you study. You can do this either with the Scholar’s Study ability or with a special magnifying glass.
Let’s examine this room using that magnifying glass on the floor.
You pick up the magnifying glass like any other item, then click it onto objects of interest. Let’s start by studying the anvil here.
One of the key aspects of both exploration and combat is elemental interaction. In order to bypass certain obstacles, you’ll need to draw on abilities or equipment to manipulate the terrain. You can also gain an advantage in combat by using certain combinations of elements.
Previously we mentioned that each class has 7 Action abilities. They also each have a handful of Passive Abilities, which, once unlocked, can be equipped regardless of what class you are. You can only equip 3 at a time, though.
Here are two of the Passives for the Warrior (there may be 3 or 4 in the final version):