Pivots:

2 Tactical gameplay styles:

Party-based rogue-like:

Evolution of Movement styles:

Evolution of Grid styles:

3D first/3rd person view vs top-view:

Movement systems:

Stick movement-based:

Point+Click based:

Roadmap

Asharena: Saboteur - A minigame to provide a way of earning gold/cash as a side job within the RPG, and indirectly construct the gameworld as well (different fortress/jetty/tunnel layouts).

Saboteur: Lone Builder
Saboteur: Wild Spirits
Saboteur: Royal Rumble

Movement and actions

End turn stances and overwatch

Combat rudimentary

Combat Special

Visuals

Asharena Combat Jam


Phase 1: A fully playable/fairly presentable Combat prototype to test mechanics

Selected Asharena/Divinity skills implementations from Level 1-4. EVery unit is base LEvel 4, with fixed/customisable stats for the level 4 characters.

Basically, same mechanics as what we have currently with some changes:

Weapon can only be switched BEFORE turn starts. Each weapon can have an assosiated set of action abilities to go along with it from any category. Using the action ability usually involves a more powerful attack, but may have stamina and time caps and such.

Sprinting will use stamina. Some abilities require stamina. Stamina replenishes up to 1/3 per new phase.

When zoom in to target mode, all usable action abilities in that situation are shown in a numeric list. Using the number in target mode will trigger the action ability. Using numeric keys or cycling through available abilities in non-target mode, will reserve the appropiate movement points for that ability and priotize that ability to be easily used via the “F” key while in target mode.

Any abilities that lack the remainig required stamina or time points are ghosted away and cannot be selected.

Circle marker to act as rough indicator in determining avilable movement distance to conduct any given action.

In the event the selected ability cannot be used, no shortcut “F” fire key is provided.

Abilties to implement are:

Ranged Tactics Support Fire
Archery Lobshot, Rain of Arrows, Pinning Arrow
Shield Bash/Stun/Knockdown
Martial All Kicks
Grenade
Body Kinetics all
Dual-weilding Melee Successives and Dual Sweep
Aim Firearm, Headshot
Man Arms: Cure wounds, Crushing Fist, Battering Ram, Dust Devil, Draw blood, Helping Hand
Expert MArksman: Ricochet, First Aid
Scondrel: Fast Track, Razor’s Edge, Walk in SHadows, Trip
Hydrosophist: Minor Heal, Slow Current, Ice shard
Geomancer: Boulder Bash, Boulder Dash
Pyrokinetic: Flare, Small Fireball
Aerotheurge: Teleportation, Shocking Touch, Become Air
Witchcraft: Blind, Bloodletting
Two-Handed: Mighty Blow, Stunning Blow, Two-handed Sweeps

(possible to include all armour related stuff?)

Visuals include:
Tracer lines and ribbons for slahses and bullets
Blood decals on the floor
Keg and fireball explosion genreic, Boulder,

Only Stunned, Blind, BLeeding, and Knocked Down state being tested….

To test on map types:
Daggerfall Village skirmish
Daggerfall villages by the sea
Daggerfall city by the sea
Daggerfall dungeons
And Expedition island campaigns

Phase 1a: Suppressive Fire, Fire & Maneuver

Jagged7:

Implmeent modern warfare variant of of above, with hitboxes.

Phase 2: Move to Unity 3D?
Refactorign
Summons
Remaining Level 1-4 with proper state situation rules
Applying of proper visual effects

Asharena

Ancient warfare environment.

Saboteur Builder:

1) Saboteur Minigames

Divinity original sin / Asharena combo:

Valkyria Chronicles:

Terrain / 3D environment

Asharena specific:

PHASE0-1: Purely functional gameplay testing

‘Gameplay testing demo’: A pretty much conceptual functional game to test for mock balancing (not fully accruate), and the controls/interface will suck and using temporary abstractions at the moment. But to introduce the classes, maps and all.

‘Pre-Gameplay testing demo’: Removed numeric fire mode selection.

PHASE1: Core Mechanics/feel/ux aesthetics of BlitzArena combat system and Asharena

‘Prototype Game demo’: A functioning game that visually looks convincing and immersive for both singleplayer and multiplayer.

PHASE2: Game-specific features and advanced mechanics

‘Full Game demo’: A game with added features to add depth to current strategy.

Jagged7

Modern warfare environment.

Jagged7 Specific

Chance to crit

Basic additive X-Com:EU approach:
base weapon crit + 20% critical exposure + (40% unaware | 20% aware flanking | 0% aware front | 30% aware back)