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Showing posts with label combat. Show all posts
Showing posts with label combat. Show all posts

Wednesday, January 18, 2017

Hellenica Party Intros: Scylax, the Wandering Magian Part 2!

We're finally wrapping up Hellenica's party intros with some of Scylax's unlockable skills!

Before jumping in, there are only five days left until Hellenica is released! Hop on over to Steam and wishlist us if you haven't already.

Alright, so last time we introduced Scylax, one of Hellenica's magic users. (Check out Part 1!) Today I'll tease a couple of his other skills, starting with Fire Wave.


Fire Wave is great for close quarters, especially when you can group up some enemies using your other party members' pushes and tosses.

Once Scylax has powered up his Intensity, Fire Wave becomes even more powerful.


The empowered version of Fire Wave shoots out a line of flames in four directions, dealing a massive amount of damage if you're able to position Scylax just right.

The next skill, and some of our testers' personal favorites, is called Fire Blast.


Fire Blast combines Scylax's affinity for area damage with the joys of tossing characters. Also, he can use it on himself or party members for a classical take on the rocket jump:


When empowered, Fire Blast deals more damage and launches targets even farther, which can be very useful on boats and other tight levels with a lot of verticality.


Just be careful you don't knock your own party members off the edge!

Friday I'll be putting together a post on combat in Hellenica in general since our turn structure is somewhat unique. Check back then!

And let your friends know Hellenica is launching Monday!

Monday, January 16, 2017

Hellenica Party Intros: Scylax, the Wandering Magian

Hellenica launches in one week! Tell your friends on Twitter and wishlist the game on Steam!

And since it's Monday, here's the next character intro: Scylax, the Wandering Magian! Scylax is an expert swordsman traveling the world on a quest to find the True Fire.


His adventures have brought him experience, wisdom, and even a powerful weapon, but if you've ever played any role-playing games, you already knew that.


All of Scylax's skills, including his basic sword attack, deal Magic damage, which is doubly effective against Heavy defense types.

In addition to his sword, he also controls powerful fire magic thanks to his training as a Magian. Cauterize is a starting skill that can be used to damage an enemy or heal an ally at range.


Anytime Scylax uses one of his skills he gains a level of Intensity, his passive skill. These are represented by tiny flames hovering around him.


Once he reaches level three, his flames will turn blue, and his next skill will be empowered. An empowered skill is much stronger than the normal version, often dealing more damage, affecting a larger area, or even having a new unique effect.

An empowered cauterize, for example, has its damage and healing scaled up two-fold, and it affects an area instead of a single target!


There are few things sweeter than a 5-target blue cauterize.

On Wednesday I'll show off some of Scylax's unlockable skills and their blue-flame variants. Come back then! (Part 2 is now live!)

Also, please help spread the word about Hellenica's launch! Here's our launch trailer for easy linking:

Friday, January 13, 2017

Hellenica Party Intros: Brasidas, the Exiled Spartan Part 2

Happy Friday everyone! I hope you've got a fun weekend planned. I, of course, will be playing Hellenica, as usual. ;)

Today we're wrapping up Brasidas' party intro with two of his unlockable skills: Iron Vanguard and Tribute to Ares! Go ahead and catch up on Part 1 if you haven't already. Really, I'll wait.

First up, Iron Vanguard. Brasidas is able to channel his extensive Spartan training and create a makeshift vanguard all on his own. When used, four Iron Spartans will spawn in the spaces adjacent to Brasidas until the end of the enemy turn.


Iron Vanguard is perfect for blocking off a chokepoint or walling in an ally on the brink of death. And, since it's Hellenica, you can push and toss any of the Iron Spartans around the level for some great bounce damage.

Next is Tribute to Ares. Brasidas is unique in that he can unlock a number of passive abilities to aid both himself and his allies. Tribute summons down a totem on each recently defeated enemy's space at the end of the player's turn. These totems will persist for the remainder of the fight and grant an attack bonus to any ally that moves onto that space.


This is great for longer fights that are centered in a particular area, as the bonus damage can really add up over the course of a fight.

Whew! That's three party members down. Next I'll be introducing Scylax, the Wandering Magian, so check back Monday.

Also, please check out our Steam page to wishlist Hellenica and visit our Twitter and share our announcements with your friends. Thanks!

Wednesday, January 11, 2017

Hellenica Party Intros: Brasidas, the Exiled Spartan

Just twelve days until Hellenica's launch, which means we're prepping our togas and olive wreaths for the celebration. Help support our launch by wishlisting us on our Steam page and retweeting our updates on Twitter!

It's wednesday, which means it's time for the next party member introduction. Meet Brasidas, an exiled Spartan on a quest to prove his innocence and redeem his honor.


Brasidas is a veteran Spartan warrior, which means he knows how to handle himself on the battlefield. Accustomed to fighting alongside his armored brethren, he excels in a tight vanguard of his allies.

Brasidas has a unique passive skill called Protector that allows him to split any damage received by an adjacent ally. Since Brasidas has the Heavy defense type, his share of the damage will also be reduced by half.


This is a great way to keep squishy allies in the fight when they are threatened, but be wary of area of effect attacks that might be used against you!

His basic attack is a spear jab, which differs from other melee attacks in that it can strike diagonally or pierce up to two spaces in a straight line.


His final starting skill is called Shield Bash. This hybrid offensive and defensive skill deals moderate damage and pushes the target one space. It also applies a one-turn debuff that reduces the target's damage by half.


Like all repositioning skills in Hellenica, if Shield Bash is used on an ally, no damage or debuff will be applied. This means it's safe to use on your allies strategically without any penalties.

Friday I'll show off some of Brasidas' unlockable skills so check back then! (Part 2 is up!) And remember to check us out on Steam and Twitter!

Monday, January 9, 2017

Hellenica Party Intros: Nephele, the theomechanist Part 2

It's still Monday in a few places, and that means the next part of our party intros series is due!

Last time I introduced Nephele, our affable and outspoken theomechanist, and today I'd like to explain a couple of her unlockable skills.

Nephele is one of the major damage dealers in your party, but sometimes you have to be clever to make the most of her talents.

For example, here's her skill Sky Shot. When used, Nephele will fire a volley of arrows up into the air that will do a ton of damage upon landing. So what's the catch?


The catch is that the arrows won't hit their targets until the end of the player's next turn! So, you need to plan ahead and target an area you think enemies will be standing in the future. Of course, you can also make use of any repositioning skills your other party members have to setup the shot.

The other skill I wanted to reveal is called Power Shot. Most of Nephele's abilities deal Physical damage, which means any enemies with the Heavy defense type will take reduced damage. Power Shot deals piercing damage that ignores this penalty, and it also hits all enemies in a line.


If you're able to shove some enemies around, this line shot can be super effective.

Each of these skills costs some steam pressure to use, so tracking that resource is central to utilizing Nephele effectively.

Wednesday I'll introduce our third party member, Brasidas! He's another completely different character altogether, so check back!

Also, if you haven't already, please visit our Steam page and wishlist the game! Sharing these blog posts and retweeting us on Twitter also helps immensely. Thank you!

Friday, January 6, 2017

Hellenica Party Intros: Nephele, the theomechanist

It's finally Friday, and that means it's time for the next party member introduction!

Quick reminder: Hellenica is launching on January 23rd, and we'd really appreciate your wishlists/follows!

Now on to the next party member: Nephele, the theomechanist!


Prior to her adventuring career, Nephele was a temple priestess at a small temple of Apollo outside Athens. In addition to helping out with religious rites, Nephele's also in charge of keeping all of the temple machinery in tip-top shape. That is, when she's not tinkering on her own steam-powered gadgets.

In combat, Nephele sports a mini-pressurized boiler and her trusty steam bow:


Her steam bow can deal incredibly high single-target damage, especially when using her stored up steam pressure to hop up to high vantage points:


In addition to these basic abilities, Nephele builds up one unit of steam pressure each turn to power her unlockable skills. The first skill you'll get to use is called Depressurize. It uses up all of her pressure to push all adjacent characters up to 5 spaces:


Unless said characters hit a wall or fall off a cliff, that is. ;)

Check back in Monday, and I'll dig into a few of Nephele's other skills! (Part 2 is here!)

Also, you can check out the Diona intro from earlier in the week, as well as a series on Hellenica's other battle mechanics.

Remember to head over and wishlist Hellenica on steam and retweet our announcements on twitter! Thanks everyone.

Thursday, January 5, 2017

Battle Manipulation Skills Part 3: Hazards and Traps

This is it! The final post about manipulating the battlefield in Hellenica. From me, anyways. Maybe you'll write one once you've played the game yourself? Take my hand, let's begin.

So, last time we spoke of falls and bounces, and while there's plenty of fun to be had rolling barrels down a ramp of enemy pirates and bouncing rebel Spartans off each other, we can do even better.

Eventually those bouncing tin cans will have to land somewhere, so why not have them land on hot steam exhaust or crushing mechanical gearworks?


Many of the levels in Hellenica are studded with environmental features that you can use to your advantage. Even if you don't, your enemies might, so it's important to at least be aware of the possibilities!

In addition to permanent features of the level, there are also a number of skills that will create traps that can be exploited.

Here's a shot of the effects of one of Scylax's fire abilities:


Everytime a character touches a burning space, they'll take magic damage. Knock a heavy enemy back and forth a couple times, and he'll have a pretty bad day.

Other times enemy characters will lay traps of their own, but if you're clever you can make them hit themselves:


Oof.

Hopefully this series has given you a taste of how Hellenica's combat differs from other SRPG's. I can't wait to see what crazy combos you set up once the game's in your hands.

If you're interested, head over and wishlist the game on Hellenica's steam page to help make our launch a success. We really appreciate it!

Wednesday, January 4, 2017

Hellenica Party Intros: Diona, the Arktos Part 2

Hellenica's coming out in 2.5 weeks! Head over to the steam page and wishlist it for us, we'd appreciate it!

Last time, I dug into Diona's bear form and some of the fun you can have with Beardozer. Check it out if the thought of running amok as a giant bear in ancient Greece sounds compelling.


Even in her human form Diona's no pushover. She has reduced HP and movement range compared to Beariona, but if you're willing to take some risks with her human skills, she still has great utility and can deal a lot of damage.

First up, her basic dagger attack deals piercing damage to help cut through heavy enemy units, and she gets an extra backstab bonus when she attacks from behind enemies.


With the Roll skill, Diona is able to ignore obstacles and blink four additional spaces. At the end of her roll, she'll perform a dagger attack against any adjacent enemies. That's potentially four backstabs in a single turn!


Diona's not only about damage in human form though. If you'd rather help support your allies more directly, you can unlock Artemis' Blessing, one of the few healing skills in Hellenica.


After two turns, Diona will transform into a thrashing bear again, so you'll have to consider your actions carefully in human form!

On Friday, I'll start introducing Nephele, our theomechanic priestess from the temple of Apollo. Until then, spread the word about Hellenica's launch and get your tactics-loving friends to wishlist it!

Thursday, December 29, 2016

Battle Manipulation Skills Part 2: Falls and Bounces

(Psst! Check out Part 1 before diving into this post!)

So, you're up to speed on Part 1, and now you're thinking to yourself:

"Hmm, so pushing enemies to expose their flanks or tossing an ally out of danger seems helpful, but I want to do some damage..."

Here's the simple approach: send them tumbling for fall damage!


Characters will take damage if they fall from a height greater than three blocks. So with a cleverly-executed push or toss, you can make the environment do damage for you.

Things get even more interesting when you push a barrel or toss an ally onto an enemy. We call this a bounce. Friend and foe alike will take bounce damage if they're on the receiving end, though the character doing the bouncing won't.


In general, characters with heavier defenses are heavier, and that means more bounce damage when they land on someone's head.

Once a character starts bouncing, they will keep bouncing until they land on an empty space. As you might imagine, this can lead to some pretty impactful turns...


Next week, I'll post the final bit of fun: hazards and traps. Check back then! (Part 3 is now available!)

Thursday, December 22, 2016

Battle Manipulation Skills Part 1!

Hellenica has all of the expected trappings of a SRPG/Tactics experience when it comes to combat mechanics: facing modifiers, height bonuses, buffs and debuffs, heal spells, and more. On top of that, we've also included a number of ways to manipulate the battlefield.

Here's a gif showing some push examples using Diona's Maul skill. Maul deals a decent amount of damage and pushes the target up to 3 spaces:


You can see that Diona will push targets up or down as long as the incline's not too steep.

If the target hits a part of the environment that's 2+ blocks tall or runs into another target, they will cause a collision! This will deal some damage to the target in the case of the wall collision, or split that damage equally between the pushed target and the collision target.

In general, you can use all of Hellenica's manipulation skills on any target: enemies, allies, or obstacles like barrels and pots. Your allies won't be damaged by the damage portion of the skill, but they may still take collision or fall damage, so be careful!

Another type of manipulation skill is a toss. Here's Makarios making good use of his toss to eject a pirate:


Tosses differ from pushes in that they can pass over other targets and environment obstacles, assuming they aren't too tall. Although they don't typically do damage directly, they can be used to clear paths, set up clusters of enemies for AoE attacks, or send an enemy onto an environmental hazard as seen above.

Next time I'll go into some of the fun ways these skills can be used to damage and defeat your opponents. Stay tuned!

(Part 2 is now available!)

Friday, January 23, 2015

Off to PAX South!

We're hopping in the dragonmobile this weekend to head up to the very first PAX South! (That's right, we'll be one of the few cars traveling north to reach the convention.) We don't have an official booth, but I'm hoping to get as many hands and eyes on Hellenica as I can manage in the two-day period.

To prepare, I've been polishing up one of the more unique levels in the game: the train ride to Thebes! I won't spoil the plot details, but suffice it to say that our party's in for a rather bumpy ride.

Unlike the combat stages in most tactics games, this particular stage is broken up into multiple parts (different train cars), and I'm really happy with how it turned out. Here are some shots of a few of the cars:




If you're going to be at PAX South this weekend, shoot us a note here or on twitter @thedragonloft! We'd be more than happy to show you the demo.

Thursday, December 4, 2014

A little combat art clean-up

 As we finish up more and more of the combat art, some of our old techniques for controlling sprites from the Age of Temp Art have started to bother me. This afternoon I tackled one such issue dealing with the facing of our actor sprites.

When we first started out, we plugged in some representative fantasy character sprites as place holders for our characters so that we could prototype combat mechanics without waiting for an artist. (There are a lot of great resources on the web for this purpose. Check out OpenGameArt.org or the Spriters' Resource as a start.) Here are some examples:


While this was great for communicating character strengths or attack potential, it didn't communicate character facing! The side-on view in these pictures made it difficult to determine which of the 4 possible directions a character was facing in our 3-D world.

To address this at the time, I fudged the sprite's rotation in the world to hint at the direction it was facing. Here's an example using our latest sprites:


Unfortunately, rotating the sprite relative to the camera guarantees that some of the pixels will be blended together to make the final image that makes it to your screen. This means less visual fidelity for our otherwise crispy pixel art.

What I want instead is to have the character sprites always orient themselves in such a way that the plane of their sprite is parallel to the camera's view plane (effectively, the player's screen).

Unity's Transform class provides a handy function called LookAt that gets us most of the way there. This function rotates the object's transform so that its forward vector points down the LookAt vector you provide, with an optional up vector hint. In our case, we tell each sprite to LookAt the camera's position. Here's the modified version:


If you compare this image with the previous one, you should notice that the sprites actually appear slightly larger, especially those near the center of the screen. The sprites are already much clearer, but there's still a slight problem.

Look closely at the three bandits at the top of that last image. Do they look a little different to you?

A naive application of that LookAt function I mentioned doesn't quite give us what we want. This is because our camera uses an orthographic projection instead of a normal perspective projection. (I won't go into this here, see this for the gory details.) As a sprite approaches an edge of the screen, it rotates more and more to face the camera's position. Basically, sprites look skinnier as they approach the left or right side of the screen and shorter as they approach the top or bottom of the screen. Not good!

To fix this, we tell the sprite to LookAt different points on the camera's view plane such that the sprite is perfectly parallel to the screen. Here's the end result:


All three bandits are now the same size!

(Some of you will note that there are slight differences between the three sprites. Our combat rendering is not pixel perfect, so at times a sprite pixel will land on a screen pixel boundary. I may address this in a future post if I get time.)

I can then flip the sprite to give an indication of its facing, which won't affect the rotation of the sprite at all.


For those that are interested, here's a quick code snippet from the component responsible for orienting the sprites. Let me know if you have any questions or suggestions!

private void LateUpdate()
{
// Project the targets position onto the camera's xy-plane
//  to get a look-at vector that is orthogonal to
//  to the camera's xy-plane. This will ensure that each
//  sprite is rotated at a similar angle, regardless of
//  its position relative to the camera

// world position of the sprite
Vector3 target_position = m_cached_transform.position;
// world position of the camera
Vector3 camera_position = m_camera_transform.position;

// direction vector from the camera to the target
Vector3 camera_to_target = target_position - camera_position;

// project the camera_to_target vector onto the camera's up/down vectors
float target_up = Vector3.Dot(camera_to_target, m_camera_transform.up);
float target_right = Vector3.Dot(camera_to_target, m_camera_transform.right);

// determine the position on the camera's xy-plane such that
//  (target_position - new_position).normalized == camera.forward
//  the new look-at vector is orthogonal to the camera's xy-plane
Vector3 look_at_point = camera_position + target_up * m_camera_transform.up + target_right * m_camera_transform.right;

// finally rotate the target to face the newly computed look-at point
m_cached_transform.LookAt(look_at_point, m_camera_transform.up);
}