Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411423 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 18, 2024, 05:21:27 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsSUPERPUNK Tactics - Online Asynchronous PvP Tactical-RPG
Pages: [1] 2
Print
Author Topic: SUPERPUNK Tactics - Online Asynchronous PvP Tactical-RPG  (Read 2003 times)
liva
Level 0
**



View Profile
« on: March 19, 2021, 03:32:51 AM »

DESCRIPTION

SUPERPUNK Tactics is a turn-based (asynchronous) and PvP Tactical-RPG composed of three factions fighting over territories in a persistant world.

Join one of them, gather your party and get back to the roots of great Tactical RPG gameplay :


- Manipulate the environment: Warm up an oily crate to make it burn. Push it near your opponent and burn his team. Pull an enemy on water and electrify him to make him stunned or poison his units to turn his heals into self-damage. Master more than 20 status effects and even more combos to overcome your many foes.
- Design the ultimate team: Unlock powerful new talents and weapons with dozens of interaction and combinations.
- Perfect Your Strategy: Build your own battlefield and take combat and tactical decision to new levels.

FEATURES

  • 3 factions
  • Asynchronous PvP battles
  • Persistant world to conquer and gain ressource from.
  • Clans and Alliances between all clans of each factions
  • A hierarchy system where the top clans take the lead of the Faction and plan the campaign by selecting where to attack/defend, translated to quests for other players.
  • 22 Status Effects and many status combos to master.
  • Battle Field Editor, giving the player choice and control over something crucial, tactical possibilities.
  • Team Field of View, the thrill of planning an ambush, the joy of blinding or altering the line of sigh of the opponent units, that’s what we aim for.
  • Reactive skill system, skills that the player decides to activate or not. Giving him the ability to cancel or completely reverse the situation by trying to predict and react to the opponent’s actions.
  • And of course all of the classic RPG-like progression : quest, xp, talents, etc..., you get it.


SCREENSHOTS








VIDEO




At the moment the game is only playable on iOS. However, few functionality are missing or still a bit buggy and it does not yet look as silky smooth as we would like it to be, but the alpha already running and we have a lot of fun at each testflight session. We are also actively looking to improve the aesthetic of the game, so many things will change over time. Obviously this is a first from series of posts where we will share information about the game and about the process of making it.

DevLog Table of Contents :

« Last Edit: March 31, 2021, 12:34:05 AM by liva » Logged

vivaladav
Level 1
*



View Profile WWW
« Reply #1 on: March 19, 2021, 09:19:24 AM »

Looks promising!

Any plans for an Android version?
Logged

Creating "Virtueror, the virtual conqueror" (RTS + 4x + RPG)

[Wishlist on Steam]
[TIGS devlog][YouTube devlog][website]
liva
Level 0
**



View Profile
« Reply #2 on: March 19, 2021, 10:19:11 AM »

Thank you,

Yes, an Android version is definitely planned.
Logged

Ramos
Level 10
*****



View Profile WWW
« Reply #3 on: March 19, 2021, 03:55:33 PM »

These PVP TBS tactical games are highly addictive, I remember I used to play Gunrox like a maniac.

Good luck, your game is a good mix, waiting to see how your creations become alive.

Logged

Copywright
Level 0
***


Vague Katti Wielder


View Profile WWW
« Reply #4 on: March 19, 2021, 07:31:41 PM »

Wow, this is awesome.

This reminds me of an idea I had when Pokemon Go was popular: online TRPG with zone capture mechanics. Users choose a team/gang, and claim territory over real world geodistricts (without having to physically travel there).

Anyway, super cool.
Logged


liva
Level 0
**



View Profile
« Reply #5 on: March 20, 2021, 01:30:53 AM »

Thank you! I also played a lot of T-RPG but never found anything I like on mobile, but I've been playing a lot of chess this past years :

Thank you mate, I remember the fuzz about pokemon go! I grew up playing the first one's on gameboy, great games!
Logged

liva
Level 0
**



View Profile
« Reply #6 on: March 20, 2021, 10:44:46 AM »

Spreading Effects

Status Effects play a huge role in many games, and when it comes to it, Path of Exile is my go-to inspiration. They are absolutely essential in how your character attacks or defends and they can mix to create interesting synergies and provide worlds of variation in combat style. One thing I’ve found always fun was the use of the « elemental proliferation » support gem to make the status effects spread to targets unaffected by the initial hit, so entire screens may burn or freeze. It was just awesome.



What we ended up doing for SUPERPUNK Tactics, which is wayyyyy more slow paced, is a system where the board has a turn between each players, and will try to spread status that are spreadable or contagious.


There are a huge variety of different types of status that affect the player team or enemies. These status can be a huge factor in any fight, and can work for or against you. Knowing what these status can do and how they interact with one another is extremely important, having something out of control yet totally predictable make it so fun.
Logged

liva
Level 0
**



View Profile
« Reply #7 on: March 28, 2021, 04:48:23 AM »

Battle Field Editor

This may be just me, but I have been seeing more and more games with crafting systems added to them. Many think they add another layer of depth to the game, but I am just not sure about that. Crafting is awesome when it’s central to the gameplay of the game, as in UO, Minecraft, or Eve Online. For loot-drop based games like WoW it just feels unnecessarily bolted on.

For many months we thought about it, we wanted to give you some tool to create something unique, and we like the idea of strategy being a part of your inventory, but we would prefer other ways to incorporate this than crafting.

That is why we added a Battle Field Editor.


It’s a neat way of giving the player choice and control over something crucial, tactical possibilities. In SUPERPUNK Tactics you can attack, destroy, push and interact in many ways the terrain and his layout. Giving you a battlefield where you can build things and plan your tactics is extremely satisfying. Every battle would be different from the last one, something truly exciting for the opponent, and because the terrain is symmetrical totally fair.


Combined with status effects (Burning, Infected…), I cant imagine the possibilities but I know this is gonna be awesome.

Cheers
« Last Edit: March 31, 2021, 12:34:30 AM by liva » Logged

vivaladav
Level 1
*



View Profile WWW
« Reply #8 on: March 28, 2021, 05:20:39 AM »

That is why we added a BattleMap Editor.
This is something I consider a must for PC strategy games, but I am wondering if enough gamers on mobile are interested in this kind of feature...  Roll Eyes

Anyway, if it doesn't cost you too much development time to add it to the game why not, it's always a nice bonus!
Logged

Creating "Virtueror, the virtual conqueror" (RTS + 4x + RPG)

[Wishlist on Steam]
[TIGS devlog][YouTube devlog][website]
liva
Level 0
**



View Profile
« Reply #9 on: March 28, 2021, 05:45:44 AM »

Yes, we thought about it and decided to make it pretty basic, but with a big impact on the game.

Our latest play tests have shown that players build their teams based on the layout of the map, and vice versa.

Consequently, 100% of the players had a personalized BattleMap ^^
Logged

Ramos
Level 10
*****



View Profile WWW
« Reply #10 on: March 29, 2021, 03:09:30 AM »

good call!

A map editor tool can not only help out development but also add community within the development and have a boost of interaction.
How will the player share his maps?
Logged

liva
Level 0
**



View Profile
« Reply #11 on: March 29, 2021, 07:57:10 AM »


      "How will the player share his maps?"



SUPERPUNK Tactics takes place in a persistent world with territories to attack or defend, depending on you faction, and if you want to attack a territory, you'll have to deal with the Battle Field made by your opponent, and vice versa if you want to defend a territory claimed by your faction. That gives the advantage of terrain for the player defending, but hey, the attacker still have the initiative of the first turn.

Each Battle Field are symmetric and you can adjust your team depending on the layout, after all, we are not trying to trap the players but to make them think and strategize.

And of course, there will be some special territories with Battle Field crafted by us, with unique features and design
« Last Edit: March 31, 2021, 12:35:00 AM by liva » Logged

Alain
Level 10
*****



View Profile WWW
« Reply #12 on: March 30, 2021, 11:42:36 PM »

Nice, the transition when navigating the battlemap looks really juicy!
Logged

liva
Level 0
**



View Profile
« Reply #13 on: April 01, 2021, 08:57:01 AM »

Thanks mate, doing my best to improve the UI and UX, and I found this effect to match perfectly with the scifi mood I want to establish
Logged

Ramos
Level 10
*****



View Profile WWW
« Reply #14 on: April 01, 2021, 07:49:16 PM »

I understand now the system of map sharing.

And I also agree with Alain, nice transition effect
Logged

liva
Level 0
**



View Profile
« Reply #15 on: April 08, 2021, 06:17:55 AM »

Thanks mate, appreciate it!

This week, we have been working on Status effects.

Poison, stun, confusion, fear, sleep, death…Status effects are greats, they can add variety on top of existing base mechanics and lend the mathematics of combat in some games a great deal of depth and emergent complexity without making the game harder to learn or play. An RPG is never complete without Status Effects. From the simplest damage-over-time effect to the impactful 5 turns until instant death to something wacky like turning your folks into sheep, Status Effects can be tackled in many ways by the developer and it sure does impact the gameplay for their respective players.


But they are a tricky beasts. Some games make them so trivial they can be ignored, others make them so debilitating that getting one means you may as well quit and reload your last save. There is a sweet spot in the middle, but getting there takes work. And If we can integrate them in such a way that they feel like they join up seamlessly with the base mechanics, I think that will help reduce the feeling that you need to track yet another thing.

Take poison for example, some games make poison so weak that it ends up being the equivalent of 1-2 hits from weak enemies over several turns. Conversely, some games make poison ridiculously strong. Not quite to the point of 25% HP per turn, but occasionally not far off it. It’s often either too much or too little, and rarely does anyone hit that sweet spot in the middle…so let’s fix this by having ramped-up damage, like the Agony skill in World of Warcraft. Poison starts out small, but each turn gets a little bit stronger. That means you can afford to ignore it for, a couple of turns, but after that it starts getting deadly to the point where you need to deal with it. Having this mechanic means the player will soon learn they have a bit of grace where they can get things done without worry, but the longer they leave it there, the greater a risk they’re taking.

We cant talk Status Effects without talking about Immune System. That one’s easy: make the target immune to the last status they cured from for few turns. That way you can spend few turns without having to worry about more poison.


And as of right now, there are a little bit more than 20 Status Effects in SUPERPUNK Tactics.

  • Rested – Character Recuperation gain +10.
  • Distracted – Character can’t use REACTIVE SKILLS (Parade, Counter-Attack, Evade…).
  • Disarmed – Character can’t use ACTIVE SKILL (Attack, Charge, Lightning…).
  • Shattered – « Weapon Triangle » set to disadvantaging (+20% Damage received) even if same color.
  • Stunned – Character can’t play this turn. This status can’t be broken by damage.
  • Blinded – Character can’t see.
  • Rooted – Character can’t move (movement based skills break the root). This status is broken by any damage.
  • Crippled – Character can’t move and cant use movement skill (charge, dodge…)
  • Frightened – Character run away in fear. This status is broken by any damage.
  • Decaying – Character is hurt by Recuperation.
  • Sleeping – Character cannot move or use skills. This status is broken by any damage.
  • Mad – Maddened characters will attack those nearest them, regardless of alignment.
  • Ruptured – Double cost of movement.
  • Wet – 20% more vulnerable to Electric and Ice attacks. If Shocked while Wet, become Stunned. If Chilled while Wet, become Frozen.
  • Shocked – 20% more vulnerable to Electric attacks. Getting Wet or Shocked again while already Shocked will make the character Stunned.
  • Frozen – Character is Frozen and Immun to everything but cant play.
  • Chilled – 20% more vulnerable to Cold attacks. Character can be Frozen as a result of being Chilled while already Chilled.
  • Infected – Contagious, spread to nearby players/enemies – Character deals -30% damage.
  • Hot – 20% more vulnerable to Heat attacks. Getting Hot again while already Hot will make the character Burning.
  • Oily – Character can be Burning as a result of being Hot
  • Burning – Damage Over Turns, but Character is immun to Frozen, Wet and Chill.
  • Immun – Character is immun to every negative status effects

Each one of them was carefully selected, because as with everything in game design, we think it’s important to tie all the little bits and pieces together in the battle system. A thing should be added only if it adds something to the gameplay. If a status effect doesn’t add a new way to play or a change in player behavior, then it’s just fluff and should be left out.

We are working hard to make them easily visually recognizable, but is it too much? What does too many different types of status effects look like? I dont want to make the player feel like the game is bloated because it contained too many effects, items, etc
Logged

Ramos
Level 10
*****



View Profile WWW
« Reply #16 on: April 08, 2021, 06:34:10 AM »

WOW, you have so many status effects that I tend to suspect they are a core pilar of your game.

My question is: how will you teach players about all of them?
Logged

liva
Level 0
**



View Profile
« Reply #17 on: April 08, 2021, 06:56:14 AM »

WOW, you have so many status effects that I tend to suspect they are a core pilar of your game.
Indeed they are!

My question is: how will you teach players about all of them?

It will certainly require some UI and UX witchcraft and probably some sort of tutorial or introduction to ease the player in. It’s a big challenge, but we have some ideas including few missions, cutscenes and in-menu dialogues. Good opportunities to set the background and give some hints on the game mechanics

That said, I am open to any suggestion!
Logged

Ramos
Level 10
*****



View Profile WWW
« Reply #18 on: April 08, 2021, 07:20:13 AM »


That said, I am open to any suggestion!

All I can suggest is to implement tooltips so on mouse rollover it will display an informative box with text but this is more of the last line. Oh and do not invade players with too much information from the beginning so introduce them gradually in time, let players get used to each one of them, remember, quality is more important than quantity.
When you do figure out how to teach the player about all those stats please do share with us
Logged

liva
Level 0
**



View Profile
« Reply #19 on: April 08, 2021, 01:04:28 PM »

Those are great advices, thank you Ramos.

I'll definitely use this thread to have your opinion on some ideas about how we introduce Status Effects and their interaction between each others.
Luckily, there are already many games doing a great work on this field!
Logged

Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic