Tuesday, October 15, 2013

Roles and Abilities

In most tactical RPGs that I've played, it's the abilities of the classes that are the most interesting part of the game, but they often tend to have the issue of only being useful in a specific scenario. Inside of these situations, the abilities work great:

"This class has an attack that can hit up to 5 enemies in a row!"
"How often are enemies lined up in a straight line?"
"Two every now and again. More than that, almost never."

And that usually ends with the move being nearly useless. The system in this game will only allow for a few abilities, so I don't feel I have the luxury of designing throwaway abilities; every one of them must be designed to work in a multitude of situations, which in and of itself isn't that bad. The problem comes when you start considering the battle roles of any of the units. Their abilities would need to fit into their assigned roles, as well as be useful in multiple situations, most of these situations being triggered by an enemy unit. To make sure I can get all of this syncing together well, I am designing my units on two separate axes: both their role in battle, and the distance they perform best at.

Attack, Defend, Support
Close, Mid, Long

I have a few ideas of how these abilities will work, and will be talking more about that in my next post.

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