Originally
the combat system was a separate screen where you would face up to 5
creatures of the type you clicked on. They player would have a
number of action points per turn that they could spend on movement,
attacking, or using items. On the combat screen an icon would
display movement or attacking or what not, giving the player a visual
indication of what actions they were performing that turn. Once
the player was finished planning and ended their turn, each action
would happen in turn, and the AI of the creatures would react to each
action. This gave some interesting tactical elements for the
player to think about, as they were planning their turn they would
have to think about how the creature would react to each action and
anticipate where to strike or use an item.
While
there is a good amount of potential in this system and I will
probably use it in a future game, it didn't quite fit with the
Rogue-like direction of 1000 Dungeons. It took the player out of the
dungeon screen and was pretty complicated. So I went on a hunt as to
how other Rogue-like games, and
specifically
Rouge itself, handled combat. This gave me some excellent inspiration
for the new combat system.
In
the new combat system, the player never leaves the dungeon screen. It
keeps some elements of the original system in that the player has a
number of actions they can do, but not nearly as many as the original
system. And they are discrete actions, as opposed to a pool of points
that could be spent on different actions that cost a different amount
of action points. When first starting the player can only perform a
single action per turn, but as they progress and level up they can
earn up to 3 actions in a single turn. An action would be moving one
square, making an attack with the currently equipped weapon, using an
item, equipping a new weapon, etc. Unlike the original system, the
actions are not pooled up then executed, but happen all within that
turn. Once the player turn is over, then the monsters make their
moves.
Monsters
in the game are able to hear, see and smell. When the player is
moving through the maze, they leave a scent marker in each tile they
move through. If a monster with a sense of smell wanders onto one of
those tiles, they will begin to track the player through the maze,
following the scent trail. The player will be able to craft items
that will mask his scent, or affect the length of time the scent
marker stays within a particular tile.
The
monsters in the game deal specific type or types of damage, such as
blunt, slashing, corrosive, etc. They are also weak against one or
more types (a weapon of that type does more damage) and strong
against one or more types(a weapon of that type does less damage).
All of these strengths and weaknesses, sight, sound, or smell
tracking, will have to be discovered and deduced by the player.
I think the new system will make the game a better and a more fun experience for the player. It provides a more cohesive experience with less screens and less things to manage while still giving the player a lot of tactical decisions and interesting things to discover and explore.
I think the new system will make the game a better and a more fun experience for the player. It provides a more cohesive experience with less screens and less things to manage while still giving the player a lot of tactical decisions and interesting things to discover and explore.