Alternating squads is an interesting idea, and I like it more than alternating single moves. My only concern with it is if you wind up sitting too long between squads watching enemy moves.
Units can move and act simultaenously (from a graphics standpoint, behind the scenes they'll still take turns), so the ai will start several moves and attacks at the same time to reduce waiting. We'll also include options for faster animation speeds.
With controller support are you only going for Xbox 360 controllers and if not what gamepads will be supported?
We're going for the xbox360 layout, if you have a similar gamepad it'll be possible but you might need to set it up in your os.
looks like a screenshot from a game from 1998
Great! We aim for an 80's feel so ten more years and we're there
Thank you.
Im am indeed Lead artist on this project. But Jonas Jakobsson deserves all the credit on this interface.
+ Daniel Moregård should have an honorable mention for the initial design.
Pleasantly surprised with this dev diary. I was expecting the typical Heroes of Might & Magic/King's Bounty tactical combat, but the squad system adds a whole new layer of strategy/tactics to the mix. A few questions:
- Do squad bonuses apply regardless of the unit's position or do squad members need to be 'close'?
- Are there positional elements in combat (like flanking) and similarly, is there 'facing' (as in, unit is facing right so an enemy unit attacking from the left has a bonus)?
- What does 'All Healed' action do?
- It applies regardless of position but it's something we'll probably look into more during beta.
- High ground gives bonuses. Different unit types can have different positional bonuses. Early versions had facing and different armor values for each directions, but it became too much micro management and you'd sometimes end up feeling punished when things affected your position/orientation. Instead we want flanking to be affected by the direction of previous attacks (ie you need two units attacking a unit from different directions to get it).
- All healed switches to 'Heal' if any of your units have been wounded. Healing mechanics are subject to change though and the 'All Healed' probably won't make it into the final game.
I like the squad system, should give some more depth to both army organization and playing the tactical battles. Do you expect the squad organization to be changed depending on what type of enemies you encounter? Or will you only change it when you get new units/equipment?
You'll probably change it when you know you're going up against a certain type of unit or if you've been beaten by an enemy and want to try a different strategy, but I expect that the average player will find something she/he feels comfortable with and not change it until the army changes in some way.