Turn-based Combat


Implementation, conceptualizing, and tweaking the turn-based combat system within Knight of the Wylds has opened my eyes to the development cycle and process of creating a feature, playtesting and getting feedback, and adjusting changes to better fit the game and people's preferences, sometimes having to fully change or remove a feature.  

 The project first began with heavy inspiration from games like Omori, using a 'rock-paper-scissors' approach to the turn-based combat. The process of implementing this system helped teach me a lot about organization and managing code and coroutines as you need them to be clear, concise, and adjustable for future changes or additions. We began with 'attack-magic-defend' with each countering one another. However, this made gameplay too repetitive and unpredictable as enemies did not indicate their preferred attacks very well and players were left guessing.  

 After the first few playtests receiving the same feedback and results, we decided to make some adjustments to the combat, adding in the item system along with more indication of what enemies tend to attack with along with a combat tutorial to hopefully clear up confusion. Well, this did solve the unpredictability of the previous state, it has now become too predictable. We decided the rock-paper-scissors combat was not the correct approach to our game and settled for a more traditional combat with an attack option, a magic menu with spells, a flee option for unwinnable fights, and a half-heart system to help balancing. 

This new combat system feels like an improvement over the random chance and difficult balancing process of the previous. Spells have been designated as status effects used against enemies, while items are used on yourself. This allows for different playstyles and variety in the buffs and effects applied during combat. Attacks and spells have accuracy for both the enemy and the player, allowing for a small amount of unpredictability during fights. We have reached a balanced and immersive state of combat and have seen more positive reviews during playtests.  

 Throughout my development of the combat, I learned much about code management along with coroutines, which helped greatly for the timing and flow of combat. I also learned a lot and observed how beneficial playtests are, sometimes requiring large overhauls of systems for the benefit of the game.  

- Dominic Apgar

Get Knight of the Wylds

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