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RPGWatch Forums » Comments » News Comments » Liege - New Years Update #36

Default Liege - New Years Update #36

January 3rd, 2016, 07:49
For those who have forgotten about the project a description:

Liege is an upcoming cross-platform, party-based, tactical role-playing game with unique hand drawn visuals.
Liege has come out with a new years kickstarter update with some sad news but also news on progress. Liege is no longer simultaneous turn based. Now player and enemy turns are separate.

I eventually decided that I was fixating on getting convincing real-time execution at the expense of clarity. Clearly this is a big issue for a tactical RPG, and it's especially problematic for us given how easily units can die in the game.

I spent a lot of time trying different ideas to make it work: an on-screen combat log, more overlay UI in general, bullet time, zooming and panning the camera dynamically to focus on important events, etc. but simply separating turns again seemed like the best solution.
[…]

Progress

My main focus is still on completing the class system and building out a series of main encounters around their progression. As I showed last update, there's almost 100 abilities in the game now, and I've been plugging away at implementing, testing, and balancing them. There was a ton to do here since many abilities require different animations for both the user and target, and some require additional variations depending on the user's equipped weapon, target's reactive ability, direction of attack, damage dealt, etc.

At a higher level, I wanted to mention three big changes that came up during this process:

1. Line of sight

Most attacks now require line of sight to an enemy, and cover now plays an important role in the game. In most cases, attacks can no longer go through other units. This was trickier than I expected to get working, since the game world doesn't exist in true 3D space. Players can aim attacks manually, which opens up some interesting gameplay possibilities:

2. Joint Attacks and Damage Multipliers

Until recently I was committed to keeping the core combat system as simple as possible by separating the more complex mechanics into special abilities. I've loosened up a bit on this approach, so certain mechanics now apply across the board. The big two I want to mention are attack direction (flanking and back attack) and joint attack bonuses. Note the target info panel on the top right in the video:
*There are some videos on the kickstarter page if you want to see it in action.

Executing joint attacks, controlling enemies' reactions and field of view, and optimizing attack multipliers have really become the core of the combat system. These mechanics become much more interesting later in the class progression, and luckily it plays well into the simultaneous execution we've invested so much time in.
[…]

2015 and Next Steps

2015 was an interesting year. Simultaneous execution was really tricky to get right from both a technical and game design perspective. While clearly it's set our schedule back quite a bit, I think it's become one of the game's most compelling aspects. Over the course of the year, the game's combat and unit management overall has grown from the original design into something better than I could've imagined.

The combat system was by far the most complex aspect of the game's development. Now that it's almost complete, we can finally start tying together the various standalone encounters I've been designing around the class progression into a continuous main quest. After over a year of grinding away almost exclusively on combat stuff, I'm really looking forward to switching my focus back to story, art, and world building.

I'm racing to get the next build out for our alpha testers and to open up the beta soon afterwards. More on this and some new footage to follow in January; just wanted to give you all an update on what's been going on before the year was up.

More information.
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January 3rd, 2016, 08:00
Thanks for the update Sliver as I did forget I backed this game.

Wonder if the game will finally be finished this year.
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January 3rd, 2016, 10:06
Very nice!
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