XaiJu
CyberpinkTactics
CyberpinkTactics

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January progress

In December I already mentioned planning to do bigger changes in the game. In January I got to making some of these changes and testing them out. I've been narrowing in on what my new vision for the game is.

Broader gameplay direction

Based on player feedback, general gamer interests, the adult game market position and my own preferences I decided to make these changes.

Larger explorable zones work well into two aspects. Firstly the open world feel. Allows for some exploration, more fluid combat situations and potentially some light storytelling. Secondly it works as a bit of a character / game progression element. Certain areas of the map could be limited off due to tough enemies or some abilities or girls could be only unlocked by finding them on the map.

The game wouldn't be pure open world due to performance and development reasons. Instead different zones would be connected by doors / gates / portals / whatever.

Skill trees would primarily add character progression to the game. Depending on implementation, skill trees might also provide nice combat complexity. I still have many open questions on how exactly it would work. For example:

It's in my opinion really interesting stuff, a nice replacement for the old card system. There still is a lot of work until any of that gets into the actual game. The image showing the skill tree is just a visualization on how I imagine it right now.

Non-tile combat

I also decided to make the switch to completely free form combat. The closest example for it would be Divinity: Original Sin 2 I think. The player can make really small movements to get the character in perfect position for a certain ability. Or they can just define end point and the character goes there in as straight of a line as possible.

My main reasons to get rid of tile combat:

It technically wasn't necessary to make the switch, but I felt like trying it out and I like it. It would still be possible to switch back to other types if some major issues come up. 

Next version

It's planned for end of February, but I might not get it done quite for that moment. We'll see. Also, this version would only focus on the non-tile combat aspect. Something for you guys to try and test out.

January progress January progress January progress

Comments

Having both the tile system and non-tile system present at once would make the code really complicated. It might be possible to make a certain level with actual physical 3D tile ground which somewhat forces the existing system to run on "tiles". Could be a fun side-experiment for later.

An idea you can try at some point is maybe having some areas that use tile combat, or vice versa. Finding a way to tie it in a nice way might be hard though, and it might not really be worth the effort, but it's an idea either way.

Yeah, that's always the dilemma. Sunk-cost fallacy. On one hand maybe I should have just kept pushing what I already had. On another hand pushing a direction that's not working too well might have been a major issue. Big part of 2022 was me trying to figure out, why the game didn't have much success. I'm hopeful that the things I've changed allow the game to reach more players. If not then I'm out of ideas.

Try not to change it too much, 'else you may find yourself making no progress


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