City of the Shroud Fuses Tactical RPGs with Fighting Games
Posted: Thu Mar 01, 2018 1:12 pm
City of the Shroud Fuses Tactical RPGs with Fighting Games
When we set out to design City of the Shroud's combat, we knew we wanted to make 1) a tactical RPG and 2) combine it with the strategic thinking and a sense of split-second action found in fighting games. Simple, right? The end result is a tactical RPG / fighting game-inspired combat system that rewards both patience and think-on-your-feet strategy, allowing for rapid-fire battles in a story-rich world.
So how did we end up with this system? After a lot of iterating (you should see some of the prototypes), we came up with the "Combo Wheel" -- a circle of inputs used to activate and chain together special abilities, similar to a fighting game. Think down-right-down to shoot a fireball and you've got it; if any of you ever played Legend of Legaia, it's a similar approach, but in real-time.
http://feedproxy.google.com/~r/PSBlog/~3/3zNe-Tl8KMk/
When we set out to design City of the Shroud's combat, we knew we wanted to make 1) a tactical RPG and 2) combine it with the strategic thinking and a sense of split-second action found in fighting games. Simple, right? The end result is a tactical RPG / fighting game-inspired combat system that rewards both patience and think-on-your-feet strategy, allowing for rapid-fire battles in a story-rich world.
So how did we end up with this system? After a lot of iterating (you should see some of the prototypes), we came up with the "Combo Wheel" -- a circle of inputs used to activate and chain together special abilities, similar to a fighting game. Think down-right-down to shoot a fireball and you've got it; if any of you ever played Legend of Legaia, it's a similar approach, but in real-time.
http://feedproxy.google.com/~r/PSBlog/~3/3zNe-Tl8KMk/