![]() ![]() Unfortunately, what I’ve only come to realize lately is that while I was in love with the elegance of it, from a player’s perspective it is terrible.Įlegant it may have been, but it was also far too complex. Eventually, I settled on what seemed an elegant solution: since the action clocks filled up in real time, why not use that time to measure effect durations and space out regeneration ticks? It put all characters on a level playing field and helped tie all of those systems together. I spent a long time thinking about how to address this. ![]() On top of the obvious benefits of acting more often, they would regenerate more quickly and effects on them would expire more quickly. But now having a higher Quickness stat meant that a character would actually have more turns. In the previous system every character took one turn per round, and so regeneration and skill effect durations were all tied to turns. When I was implementing the (new in Chronicles) “action clock”-driven battle system, I was faced with a problem. ![]()
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