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Roundscape
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Roundscape Ecplise - Combat Poll

Hey folks!

With the first release of Roundscape Eclipse (which you can download here), we are also doing our first poll. Overall, it seems like the game is generally liked, which really me happy.

However, combat seems to be a controversial topic.

So I want to do a poll to see how we will handle it.

Thank you for your time and support.

Path A) Expand the Current Combat System

The first idea is obviously to work and expand the current combat system.

The general idea of the existing combat system was to have a semi-idle wave system with a big focus on character builds and customization. Our vision is to create a chill combat system in which it is fun to fight some enemies and see how your team performs.

This Path will be faster and allow us to add new content earlier.

For that, we have already two ideas:

Path B) Change to Action RPG Combat

Initially, we had planned for the game to be an action RPG, but we walked away from this path because we were afraid that it would alienate some fans, as Roundscape Adorevia was turn based.

This Path will be slower, as it would take a month of work to revert to Action RPG Combat.

If we go this route, RS2 will have action RPG combat similar to Skyrim, including blocking, dodging and parrying. There would be a bit less combat style customization, as skills and abilities need more work time to be created and fine-tuned.

And please Remember

No matter which route we will take, Combat in Roundscape 2 is just a small part.

Our focus will always be on fun worlds to explore and characters to meet.

We want to add encounters with talking statues and fun sexy demons, this is the kind of content we mainly want to produce. We want combat to be a fun small side activity, not the main dish.

Comments

it's more like the Baywatch effect...just a guess

Skylar Corvinus

Like what i'm seeing so far. The automated combat system looks very promising, i'd much rather have that than action combat. I do think you overdid it quite a bit with the Breast Physics though. Goes straight into weird/uncanny valley territory.

Dyamonde

While I was hoping for another turn based game like Roundscape 1 and Arenus, I voted for Plan B with the hopes that it can be tuned into something enjoyable.

Mattrimion

Ah okay thanks, makes sense that you want to try something new and more creative. Was thinking about it a bit more my Selfe. With the new combat system, you could try making some battles that function like tower defense games. For story events or some quests, where you have to defend a building or something. Just a suggestion. when you could switch between the party members in the fight and control their abilities you would have somewhat more to do in the fight. Biggest complain of mine is that the combat is way to passive. And for how passive it is, they take too long. Just to clarify my problem with it. wish all of you reading this a great weekend.

Lune Nighdaar

I voted for Plan B, but more keen on the Female MC coming in.

El Crackhead

That is the idea from the beginning, the game is just not big enough yet for it to be visible. We have lots of different skills, enemies and mechanis planned.

Kaliyo

Classic Turn Based Combat is (sadly) out of the question. Our last three games are turn based and I'm a bit burned out on it, I want to make sure every part of the game comes from passion and creative ideas.

Kaliyo

As i said before, i think Option A could work better with a reactionary ability system and would be somewhat similar to option B, without the selfcontrol of free movement. Let the player abilities be used to reacted to enemy patterns, for example enemy does a big swing, have some kind of block, enemy spawns a wave of adds, have a strong AoE to deal with this threat quickly.

Phil Mjölnir

as more as i think about it, a round base system like that from FF10 would be more interesting and would be more a line with the old RPG Maker fighting style

Lune Nighdaar

you really need to work on the current system. i like grinding and thinking about that you have to watch your team wipe the floor 1:30 mins every single time gets old really fast... i fought against wolfs 7 times (=10:30) for not a lot of exp. sitting there and waiting to use a ability again, not such great experience so far. maybe go with a time set up for difficult or story events and use a number system for normal fights, for people who like grinding a button to spawn monsters faster. besides the combat system, already had a great time and for 0.2 already voice acted… I love it… I hate reading xD

Lune Nighdaar

combat may not be the bread and butter of the game. However, I've seen a lot of good game ideas completely abandoned due to bad combat...the story and characters have to be amazing though if you have to cut corners on combat

Skylar Corvinus

The offset timer is a good idea. And yeah, we would add more agency to the current system if it wins. Maybe even remove the timer and go to "Defeat X enemies" to win.

Kaliyo

I feel that, always liked creating a good group synergy in games like pillars of eternity 2 and see how they perform in auto mode.

Kaliyo

I voted for path B, but, I'm not against pursing path A. It's just currently I feel like I don't really have any agency. I also think it's odd that combat ends even when there's still fighting going on so if Path A is used maybe have enemies stop spawning at a certain offset from the timer?

Lee Thompson

AS i'm a full fervent fan of theori-crafting, mini-maxing, munchkining i love much more the actual system than an action rpg one

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