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- Apr 3, 2016
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Actually i got really inspired by Dark Souls Board Game kickstarter demo. I'm probably just porting what i've seen there, but i need to write about it somewhere and i really wanna see it in a digital game, this is too good to be alone in a fricking board (no offense, but this **** is a mine of gold). Remember to think about isometric view and possibly with some transparency to see behind walls when needed if there's no rotation command.
To start of when you die your stuff will drop, you are revived at the last bonfire you lit (checkpoint), you can pick them again by going to where you died, i have no idea about how it would be in terms of rules. This is something that i'd avoid using in a digital version cuz frick multiplayer and nobody needs to deal with this **** on a turn based game for frick sake.
Compared to how the encounter starts it would be different from most of tactics games. 1st the boss chooses a target and he then starts using his abilities reggarding the range since some of them are related to mobility and he will use them no matter what and following a pattern (pretty much like in dark souls), a few times the pattern would change though. Bosses are usually big or are divided into 2 to 3 unities or has a small number of minions to aid him, on thoses cases both the unities and the minions will act according the boss abilities instead of having their own AI pack (which may be harder to code i suppose).
On the other hand the party unities would use stamina (action points) to move and perform other actions (attack, use items, cast spells). The board game makes the player to use the same resource pool for both stamina and health, each unit has 5 hp potions charges known as estus flask, they can recover health, but can't recover stamina. As far as i've understood the game you recover stamina by skiping your turn or by performing less actions per turn, you can perform as much actions as you want, you may even die doing so cuz you will have less health to deal with the boss attacks. Here is where i would diverge and go with classic elements IMO.
I'd simply use action points, each unit besides bosses would have 2 action points and you would recover those points when ending your turn, they could stack by skiping your turn, but this would happen once to prevent from abuse. The fact that you can perform 2 actions per turn doesn't mean you don't need other kind of resources and i think that making it closer to Tactics Ogre would make it more interesting since that game had a MP and TP gauges (like in RM deppending on its version ofc).
Enemies can't dodge so they have higher health pools, player's units can block using their damage to retaliate the damage taken or dodge to take no damage, both actions doesn't make them to move though.
Enemies can't attack in all directions either, it allow player's units to perform flanking actions to eliminate problematic enemies and give more depth to formations.
Well, the rest would be up the creativity of the developer. This iss pretty raw yet since i need to play the board game, i really do, the concept is nice and "easy" till the YOU DIED message.
To start of when you die your stuff will drop, you are revived at the last bonfire you lit (checkpoint), you can pick them again by going to where you died, i have no idea about how it would be in terms of rules. This is something that i'd avoid using in a digital version cuz frick multiplayer and nobody needs to deal with this **** on a turn based game for frick sake.
Compared to how the encounter starts it would be different from most of tactics games. 1st the boss chooses a target and he then starts using his abilities reggarding the range since some of them are related to mobility and he will use them no matter what and following a pattern (pretty much like in dark souls), a few times the pattern would change though. Bosses are usually big or are divided into 2 to 3 unities or has a small number of minions to aid him, on thoses cases both the unities and the minions will act according the boss abilities instead of having their own AI pack (which may be harder to code i suppose).
On the other hand the party unities would use stamina (action points) to move and perform other actions (attack, use items, cast spells). The board game makes the player to use the same resource pool for both stamina and health, each unit has 5 hp potions charges known as estus flask, they can recover health, but can't recover stamina. As far as i've understood the game you recover stamina by skiping your turn or by performing less actions per turn, you can perform as much actions as you want, you may even die doing so cuz you will have less health to deal with the boss attacks. Here is where i would diverge and go with classic elements IMO.
I'd simply use action points, each unit besides bosses would have 2 action points and you would recover those points when ending your turn, they could stack by skiping your turn, but this would happen once to prevent from abuse. The fact that you can perform 2 actions per turn doesn't mean you don't need other kind of resources and i think that making it closer to Tactics Ogre would make it more interesting since that game had a MP and TP gauges (like in RM deppending on its version ofc).
Enemies can't dodge so they have higher health pools, player's units can block using their damage to retaliate the damage taken or dodge to take no damage, both actions doesn't make them to move though.
Enemies can't attack in all directions either, it allow player's units to perform flanking actions to eliminate problematic enemies and give more depth to formations.
Well, the rest would be up the creativity of the developer. This iss pretty raw yet since i need to play the board game, i really do, the concept is nice and "easy" till the YOU DIED message.
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