Targeting and flaking mechanism
Targeting and flanking mechanics
The tactical combat part of the game is all about positioning your characters in a way that gives them the best % to hit and which will prevent them from being flanked.
Flanked enemies are displayed in yellow:
Enemies behind cover (which could be either light or full) are displayed in red:
I tried to copy the flanking mechanics from xcom, however it turned out it is not that straightforward. That is because depending on the type of cover, a character can target more places. Basically a character behind a large cover can "lean" from the corner, whilst a character simply ducking behind a crate cannot lean out at all.
Here's a graphical explanation someone did for original xcom: http://i.imgur.com/x50qZ.jpg
Right now the targeting/flanking seems to be working fairly OK, and I am not planning to alter it in any major way.
Of course the targeting system allows the player to choose which target they would like to shoot at:
That's it for today - take care!
Shardpunk: Verminfall
A tactical squad-based survival strategy game based in a thoroughly stylised pixel-perfect steampunk setting.
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- Devlog #138: Release date reveal!Mar 24, 2023
- Devlog #137: Can a game be truly fair?Mar 04, 2023
- Devlog #136: Reflections on Next FestFeb 17, 2023
- Devlog #135: hand-holding tutorialJan 27, 2023
- Devlog #134: shelter phase changesJan 27, 2023
- Devlog #133: 2022 wrap-upDec 31, 2022
- Devlog #132: playtests in progressNov 25, 2022
- Devlog #131: combat tactics, and moreNov 12, 2022
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