• Translating Song of Swords/Call of the Void RPG to a Fire Emblem UI/Grid interface type of game…

  • Controls Scheme

  • Differing Gameplay Schemes

  • Layout Scheme

  • Color Scheme

  • Grid Cost Movement scheme

  • UI scheme:

    Tile selection cursor on overhead strategic view map similar to Fire Emblem. Arrow/WSAD keys to perform popup menu selections or stepped tile movement selection on map. Popup GUI menus are primarily list based menus which are completely navigable with Arrow/WSAD keys. Drag map to pan around as a secondary means of navigating, especially for large maps.

    Control scheme for PC:

    Camera/selection Controls

    • Arrow/WSAD keys to move tile cursor/inspect terrain. By default, centers camera view on tile cursor as it moves.
    • Drag screen to move camera independantly of tile cursor. (Dragging again immediately cannot be done yet until camera has finished snapping to new tile cursor position)
    • Shift + Drag to select with tile cursor to center grid square raycasted down with moving camera immediately.
    • END key to move tile cursor to center over to grid square raycasted down with moving camera, or to currently selected target/declared action selection if available.
    • Shift + Arrow/WSAD to move tile cursor to square raycasted down with moving camera, then offset 1 tile in arrow direction.
    • Bracket keys left/right to turn camera rotation.
    • Plus/minus keys to zoom in/out.
    • SHIFT + Bracket keys or Plug/minus for more precision sensitivity with camera controls. Or may just press/scroll mousewheel alternatively.
    • Home Key to return back to current unit making his turn. Highlights currently selected unit, centers on it, and moves cursor back to current unit.

    Action/target section:

    • Tab key to go next target forward , Q key to toggle target back. Depending on Action Mode, selection array may be limited.
    • Shift + TAB to open GUI popup menu of available targets. Shift TAB again to split menu further for certain cases. Q/ESC key again to exit. Tab key to pop split.
    • Spacebar to select with current selected map tile cursor or popup menu selection.

      • Select target: Show GUI menu of available actions in relation to target depending on mode.
      • No Mode:
        • Melee
        • Ranged
        • Other Actions (usually doesn’t appear except for very specific cases)
      • Melee:
        • Melee Attack
        • Engage
        • Charge
      • Ranged:

        • Shoot
        • Aim
        • Covering Fire
        • Suppressive Fire
      • If already in Melee/Ranged action mode but can switch to another mode, append “Switch to Melee/Ranged”.

      • Select self/ground: Open up GUI popup menu. Allows changing Action mode/Declaring Action between:

        • Moving Only Mode (Highlight Move + Sprint squares)
        • Melee Attack Mode (Highlight Move + Charge squares)
        • Ranged Attack Mode (Highlight Move + Attack Squares in Red fill+ outline.)
        • Other Actions (Highlight Base Movement Squares only).
        • Clear Declaration (Reverts back to Move Only Mode with default Moving)
        • If selected ground/self has nearby in-range Melee Atk/Ranged Attack action, prepends either/combination-of Melee Atk Sq/Ranged Atk Sq action on top that is optionally selectable from menu. When selected, proceeds to Melee/Ranged Attack mode and jumps straight to target selection on map with highlighted flashing squares and popup menu (if got multiple targets to choose from current selected square), else jump straight to Melee/Ranged Action selection menu for auto-selected target). May optionally press TAB to clear away popup stack menu for target selection, then need to press Q or ESC again to exit (or spacebar on a missed square). SHIFT+TAB to open back popup stack menu if you wish.
        • If selected ground/self, valid Action modes from current tile cursor position have slightly different tint or some subtle marker.
    • Q or ESC or TAB to pop away each popup stack menu.

    Confirming declared action

    • Menu item which involves selecting/resolving declared action have different background-color. Select it to declare it.
    • Declared Action shown on top right with specific matching background-color. Target spot highligted accordingly with floating icon on top.
    • To end turn, press ESC to clear all popups (if any), until Exit menu appears. First option has End turn option that can be selected. Or hit the Backspace Key to quickly end turn.

    Exit Menu

    • End turn
    • View Surroundings (3D)
    • {line break}
    • …other options outside game context
  • Displayed Mode/Action on top-right:

    • Moving Only
      • Nothing to declare.
      • Active Defense
      • Take Cover
    • Melee
      • Melee Attack
        • target(s)
      • Charge
        • target
    • Ranged
      • Shoot
        • target(s)
      • Aim
        • target(s)
      • Covering Fire
        • target
    • Melee Watchful Stance
    • Reload
    • Covering Fire
      • general direction
    • Suppressive Fire
      • general direction
    • Drag
      • target
    • Throw Grenade
      • threatened targets
  • Positive Contradictions: A lot like Fire Emblem, but with significant differences to make it more like Valkyria Chronicles/Codename Steam games, yet with more significant differences from the latter games to make it more like an old-school First-person view RPG (a necessary part of roleplaying the Fog of War), yet running through a new-school open world 3D environment (so you’ve got Elder Scrolls/Fallout3 format).

    3D on-the-ground view and Fog of War

    Some menu options have a (3D) tag to include the ability to view surroundings in 3D within the area, or perform a specific action in 3D from character’s perspective.

    Game flow may involve seamless transitioning between 2D/3D overhead map to full 3D on-the-ground 1st/3rd person view and vice versa to provide better visualisation/execution of spotting enemies and such. Unlike boardgame/some-gridded-tabletop/typical Fire Emblem games, spotting of enemies is done only from 3D camera eyeballing always (raycasted 3D environment all-around to potential enemy targets) from prescribed lookout points in 3D, to determine cover presence, line of sight and ability to shoot/aim, prior to having them marked on 2D/3D overhead map view. Computing power is used in that respect that you won’t get in a regular boardgame/old-school tactical RPG game. (It’s more like Valkyria Chronicles/Codename-Steam style of spotting enemies..). However, unlike those games, spotting enemies can be done automaticaly (or narratively) behind the scenes without having the player go through the 3D view manually. This is done in order to save time and allow the player to skip viewing the 3D environment entirely (ie. viewing game in 3D is entirely optional, as the computer can handle it on your behalf). Sometimes, the grid might morph/translate into multiple planes/levels/zones, which is why environment isn’t restricted to 2D but can be fully 3D on various levels.

    3D is primarily done in 1st-person view in order to get an accurate picture of what a particular character can/cannot see, and a realistic/epic sense of scale (Yes, you can see miles away from 3D, and whatever you see is REAL, ie. the map environments are huge and open-world sandboxey like in the Elder Scrolls/Fallout3 series, each tile can be theoritically travelled to from the battle map, even though the tactical scenerio usually has a restricted mission zone area. Incomining reinforcements (and faraway battles) can be seen from miles away and such. Terrain LOD kicks in the moment you transition to 3D view from the overhead strategic view. So, it’s like bending to look across a virtual tabletop, but a tabletop that is large enough to span miles and miles of landscape detail.

    A character can only declare against a particular target he can see in 3D, or so long as a “nearby” friendly character informs him of that location well enough that he is able to make a declaration on a target he can’t directly see, so taking up the highest up position within an area in order to lookout/spot enemies is crucial strategically. Use of horns/drums/flares/markers/smoke grenades, etc. as alerting devices becomes integral to the gameplay tactics.

    Also, a character’s exact height (even if it means a difference between 1 feet or a fraction of it), can actually mean the difference between spotting something or not at various times (as it affects the camera height, so a tall person might be able to look over a high wall by tiptoeing/jumping, but not a person that is too short, unless he uses a stool or something). So expect some unpredictability in that aspect!

    Hidden enemy movement during resolution that ends up getting detected, may transition to 3D view to represent the scale/spotting of that enemy position as it moves across the map. This gives a far more cinematic/scale-accruate view of the scene when spotting enemies that move about on the map, similar to Valkyria Chronicles format.

    Finer movement over general strategy grid via abstraction

    When crossing tiles/difficult terrain that are sloped and yield higher movement cost that exceed your typical movement allowance in squares, Challenge dice rolls (typical tabletop style) are used to determine whether you manage to cross them to gain a specific zone of control on the grid, or only succeed in partially incremented successes. The same goes for feats like Climbing, etc. and such that run outside the scope of basic foot movement.

    At GM discretion, depending on the results or nature of an obstacle, some of the movements may only resolve when the phase ends, which might result in contested rolls against specific individuals if they attempt to move into the same area, etc. at the same time after the phase ends.

    For more details, see Grid Cost Movement scheme section.

  • Top-left hand corner

    (Terrain info)

    TerrainName(Desc) 
    TN:4,  *: 1,  |_|: 2^ 1| _0 |0
    Cost: 1<1 0^2 0>2 3_2 
    • Base terrain TN
    • * Indicates center cover. Color indicates coverage and number indicates AV.
    • Cover icon |_| indicates directions/coverage of edged cover.
    • Numbers indicate AV of cover (and for specific edges if necesary)
    • Movement Entering/Exit Additional Cost list (if any, attached).
    • Obstacle Entering/Exit surmount terrain rolls

    Bottom Left hand corner (or floating speech bubble)

    (Target character info)

  • STANDARD FILLS AND OUTLINES:

    • Purple semi-transparent fill + Outline: FOV/AOE affected squares
    • Blue Fill - Total Movement region for current option context
    • Orange Fill - Not enough cost edge, or Occupied by enemy…. (may attempt to cross-into Post phase if house rule allows this = Orange/Red Outline without Fill. Red is contested.)
    • Red Fill / red outline with semi transparent redfill - Cannot attack but may be threatened (when filled at spot). For Ranged mode, filled at spot means can be attacked exposed. Semi transparent fill indicates level of exposure with partial cover. Totally invisible fill indicates fully covered.
    • Blue Outline - Base Movement/Melee Attack Region Clamp
    • Purple Outlines - DarkPink Outlines : Gapped Cover Edge vs Continous Covered Edge

    FRIEND-FOE IDENTIFICATION:

    • Colored Bounding Circles (Path of Radiance approach)
    • Uniform Color (Many Fire Emblem Titles)
    • Health Bar Gradient style

    BOUT IDENTIFATION:

    • Joined Metablob bounding circles - Locked bouts (should this clear away Orange Fill squares for better clarity, since there’s already a highlgiht?) Maybe fade out the Orange/Blue fills even more so that Red/Blue outlines show more instead.

    or

    • Thin Light-Bluish Floor lines

    ALREADY-DECLARED/ALREADY-RESOLVED IDENTIFICATION:

    • Grayed out figures

    RANGED/MELEE ATTACK DECLARATIONS:

    • Semi-transparent Arc lines like in Valkyria Chronicles
      Filter show:
      Undeclared Enemies that may be Dangerous, Enemies’ Declaration, Friendly’s Declaration

    Sideless Scheeme:

    • White: Melee Attack/Engage/Charge
    • Red: Ranged Shoot
    • Yellow: Aim/Unsure/Covering Fire
    • Blue (may/may not be used. .): Ranged Covering Fire (over a covered-protected enemy 9/10 or crouching behind half cover)
    • Brown: Aim (definitely sure about it. ALways used for friendlies.)
    • Green: Special

    White: Not yet declared. May Melee Attack/Engage/Charge you

    OTHER DECLARATIONS:

    • Guard Stance (icon only)
    • Covering Fire (icon/facing direction indication)

    Colors not reccomended to use because of other coors:

    • Blue
  • MOB movements over coarse 3x3 square yard grid with varying slopes/differing distances.

    Accounting for varying movement resolutions due to differing Character MOB stats , Difficult terrain squares, and terrain squares with slopes and additional distance costs:

    Mobility Pool usage:

    Mobility pool of pre-rolled dice of MOBx2 may be used at times for movement to help determine if you managed to traverse through Difficult terrain without additional impedance, or perform that extra final step to the next square immediately, if you fall short of available Movement allowance to traverse to the next square for the given phase skirmish turn.

    Each square to square cardinal movement is basically 3 yard cost. Diaognal movement can be approximated to 4.5 yard cost, but is seldom used except for determining the aggregate reference Movement allowances for Charges/Straight-line Melee attack lanes.

    Each die is depleted for any movement per yard (1 die per yard cost) made with lowest rolled die, but also subjected to Difficult terrain TN requirements which requires depleting specific die that is >=TN of diffiucult terrain. Failure to meet TN requirements requires up increased expenditure of dice of up to double required amount from this given pool, starting with all dice meeting TN, and any remaining (lowest rolled) dice to meet total dice amount required.

    Slope Grades:

    <25 (neglible/no slope, 3 yard cost)
    25 to 35 degree (Grade 1 slope Tn5, 4 yard cost)
    35 to 55 degree (Grade 2 slope Tn5) (Considered “Difficult” from this point onwards, 5 yard cost)
    55 to 60 degree (Grade 3 slope Tn5, 6 yard cost)

    Examples of difficult terrain:
    (3 dice - 6 dice, 100% increase from 3 dice) eg. >=Tn6 grade level ground
    (5 dice - 10 dice, 333% increase from 3 dice) eg. >=Tn5 grade 2 slope
    (6 dice - 12 dice, 400% increase from 3 dice) eg. >=Tn5 grade 3 slope

    Total yard cost from square to square RS = Math.floor( Total Yard cost from edge to edge between squares )
    Base Terrain TN travel cost = Math.ceil( Average TN between squares )

    For any terrain with base TN of 6 or higher, it’s always considered Difficult. When you reach a place that requires traversing Difficult terrain but you have no more required dice left from your MOBx2 pool usage to perform it, you cannot proceed any further for your current turn and is deemed hampered.

    Declarable Movement Allowances:

    Charge: 15 yards (5 squares maximum) (may be Hurried for +1 square if hadn’t yet reached maximum square limit)
    Melee Attack: 10 yards (3 squares maximum) (may be Hurried for +1 square if hadn’t yet reached maximum square limit)

    Resolvable Movement Allowances (No declaration required):

    Base Movement: MOB in yards (MOB/3 squares maximum)
    Sprint: MOBx2 in yards (MOBx2/3 squares maximum)

    Hurried (Final Step) Movement Allowance:

    If you run out of dice for your Movement Allowance to traverse that given square distance cost, due to greater movment cost in yards per square, but still have required remaining TN dice left in your Mobilityx2 Pool to meet Base TN over distance to travel, you may spend such dice off this MOB pool (dice that meet the TN) in order to move up immediately to resolve an extra Final Step instead as if the last step is a “Difficult terrain” roll, in lieu of delayed Final Step movement allowance. If the last step travels over terrain that isn’t deemed Difficult Terrain, you may reduce the RS by the amount of Movement Allowance (in yards) you have left, instead of using the Full distance cost of that terrain transition.

    Delayed Final Step Movement Allowance:

    Not enough Movement Allowance left for 3++ yards = last final step struggle attempt to move up to 3++ yards for the square. Such movement only resolves post phase and defaults to Engage action, not Melee Attack/Charge. Contested locations will result in seperate Mobility contest dice rolls.
    If Final Step goes through Difficult terrain, you need to also meet requirement off your Mobility pool in order to succeed in your Final Step.

    Roll (3 + Distance to travel in yards/BaseTerrainTN): RS (3 + Distance to travel in yards - Dice remaining)

    Roleplaying Declaration:

    Check if it’s theoritically possible , given Movement Allowance to reach target destination. If so, determine the success/contigency of given declared objective based on that. After that, resolve the movement accordingly by rolling for Mobility Pool and then performing the movement to see if it’s “successful”.

    Failure to meet target destination as a result of failing to meet Final Step or ability to traverse Difficult terrain upon both declaration and resolution, will result in clamping the target destination accordingly. However, these destinations are still marked as “valid” destinations to travel to, and the character MUST travel to any of these clamped destinations to match their declared intention. Thus, there’s a risk of failure “in-the-middle” involved if someone declares to cross through Difficult terrain for a Melee Attack/Charge. However, if the declaration did not involve crossing Difficult terrain for that declared approach (just that the new target location/path is different and now involves a Difficult obstacle), then the player may opt to abort his action when resolving it, and rely on contingency, if available. Thus, the nature of your movement Declaration has an effect on how you resolve your turn as well.


    Determining pathfinding costs in grid graph.

    Movement cost value at square: The higher the value, the “better” it is.

    Can traverse to square: Specific condition to determine whether path can recurse further on into here.

    Resolution of movement path over known-rolled pre-arranged MOB pool:

    • Movement cost value at square: Remaining MOBx2 rolled dice pool left (can go down to negative values if MOB < Movement Allowance) + Floating(Remaining Dice Pool Rolled Total Sum/Rolled Total Dice Pool Sum)
    • Can traverse to square: Movement distance made so far <= Movement allowance && Difficult Terrain test succeeds

    (If Movement cost value at square goes negative, remember to invert Floating point to reflect complement case.)

    Declaration/Resolution of movement path over unknown(yet to roll) MOB pool:

    • Movement cost value at square: Remaining MOBx2 rolled dice pool left (can go down to negative values), using Difficult Terrain failure costs if Difficult terrain is found + Invert(Float(BaseTerrainTN/maxPossibleTN)).
    • Can traverse to square: Movement distance made so far <= Movement allowance
  • Test Movement over slopes/difficult terrain scenerios

    cos(deg) = 1/h
    arccos(1/h) = deg

    Walkable slopes: (calculations of incline degree and rough personal breakpoints)
    Level 0 slope: < 32 degrees (personal verdict < 32 deg) (Neglible/gentle slope)
    Level 1 slope: 32 degree roundline, 41.4 degree baseline (personal verdict >= 32 deg) (Considered Slope)
    Level 2 slope: 48 degree roundline, 53.1 degree baseline (personal verdict >= 42 deg) (Steep slope) (Difficult)
    Level 3 slope: 57 degree roundline, 60 degree baseline (personal >= 52 deg) (Very steep slope) (Difficult)

    Difficult personal bias of around -5 to -6 degreees below roundline. 10 degree differences between 32 to 52 degrees.


    MOBx2 pool to clear both movement and Difficult Terrain and Hurried Final Step movements.

    SCENERIO 1:
    flat - flat - Level 2 slope

    Testing with characters of MOB from 6 to 9.

    move!
    move!
    (Hurried final step chance: rem 1 not counted due to Difficult Terrain)
    6 dice left to clear RS:4 tn5!
    7 dice left to clear RS:4 tn5
    8 dice left to clear RS:4 tn5
    9 dice left to clear RS:4 tn5

    SCENERIO 2:
    Level 2 slope - Level 2 slope - Level 2 slope - Level 2 slope

    12 dice left to clear RS:5 tn5!
    14 dice left to clear RS:5 tn5
    16 dice left to clear RS:5 tn5
    18 dice left to clear RS:5 tn5

    7 dice left to clear RS:5 tn5!
    9 dice left to clear RS:5 tn5
    11 dice left to clear RS:5 tn5
    13 dice left to clear RS:5 tn5

    (Hurried final step chance: rem 0)
    2 dice left to clear RS:5 tn5! (impossible)
    4 dice left to clear RS:5 tn5 (impossible)
    6 dice left to clear RS:5 tn5
    8 dice left to clear RS:5 tn5

    SCENERIO 3:
    Level 2 slope - Level 3 slope - flat - Level 3 slope

    12 dice left to clear RS:5 tn5!
    14 dice left to clear RS:5 tn5
    16 dice left to clear RS:5 tn5
    18 dice left to clear RS:5 tn5

    7 dice left to clear RS:4 tn5!
    9 dice left to clear RS:4 tn5
    11 dice left to clear RS:4 tn5
    13 dice left to clear RS:4 tn5

    (Hurried final step chance: rem 1 not counted because Difficult Terrain)
    3 dice to clear RS:4 tn5! (impossible)
    5 dice to clear RS:4 tn5
    7 dice to clear RS:4 tn5
    9 dice to clear RS:4 tn5

    SCENERIO 3a: (final step different)
    Level 2 slope - Level 3 slope - flat - Level 1 slope

    (Hurried final step chance: rem 1 counted)
    3 dice to clear RS:2 tn5!
    5 dice to clear RS:2 tn5
    7 dice to clear RS:2 tn5
    9 dice to clear RS:2 tn5

    SCENERIO 3b: (final step different)
    Level 2 slope - Level 3 slope - flat - flat

    (Hurried final step chance: rem 1 counted)
    3 dice to clear RS:2 tn4!
    5 dice to clear RS:2 tn4
    7 dice to clear RS:2 tn4
    9 dice to clear RS:2 tn4


    Delayed Final Step Movement: (or basically if Hurried test fails)

    Roll (3 + Distance to travel in yards/BaseTerrainTN): RS (3 + Distance to travel in yards - Dice remaining)

    (NOte: Difficult terrain requires HUrried TEst to pass anyway, or may require additional “Distance to travel in yards” with Dice remaining zero, or Dice remaining be negative which can affect RS)

{"cards":[{"_id":"7c2caa56867b3926810000e5","treeId":"7c21cdfb5305377fdc00002b","seq":10443403,"position":0.25,"parentId":null,"content":"Translating Song of Swords/Call of the Void RPG to a Fire Emblem UI/Grid interface type of game..."},{"_id":"7c2a0a10cd6bff24b5000024","treeId":"7c21cdfb5305377fdc00002b","seq":10442075,"position":0.5,"parentId":null,"content":"# Controls Scheme"},{"_id":"7c2a0a42cd6bff24b5000025","treeId":"7c21cdfb5305377fdc00002b","seq":10453062,"position":1,"parentId":"7c2a0a10cd6bff24b5000024","content":"UI scheme:\n------------\nTile selection cursor on overhead strategic view map similar to Fire Emblem. Arrow/WSAD keys to perform popup menu selections or stepped tile movement selection on map. Popup GUI menus are primarily list based menus which are completely navigable with Arrow/WSAD keys. Drag map to pan around as a secondary means of navigating, especially for large maps.\n\n\n\nControl scheme for PC:\n-------\n### Camera/selection Controls\n\n- Arrow/WSAD keys to move tile cursor/inspect terrain. By default, centers camera view on tile cursor as it moves. \n- Drag screen to move camera independantly of tile cursor. (Dragging again immediately cannot be done yet until camera has finished snapping to new tile cursor position)\n- Shift + Drag to select with tile cursor to center grid square raycasted down with moving camera immediately.\n- END key to move tile cursor to center over to grid square raycasted down with moving camera, or to currently selected target/declared action selection if available.\n- Shift + Arrow/WSAD to move tile cursor to square raycasted down with moving camera, then offset 1 tile in arrow direction.\n- Bracket keys left/right to turn camera rotation.\n- Plus/minus keys to zoom in/out.\n- SHIFT + Bracket keys or Plug/minus for more precision sensitivity with camera controls. Or may just press/scroll mousewheel alternatively.\n- Home Key to return back to current unit making his turn. Highlights currently selected unit, centers on it, and moves cursor back to current unit.\n\n### Action/target section:\n\n- Tab key to go next target forward , Q key to toggle target back. Depending on Action Mode, selection array may be limited.\n- Shift + TAB to open GUI popup menu of available targets. Shift TAB again to split menu further for certain cases. Q/ESC key again to exit. Tab key to pop split.\n- Spacebar to select with current selected map tile cursor or popup menu selection.\n - Select target: Show GUI menu of available actions in relation to target depending on mode.\n - No Mode:\n - Melee \n - Ranged\n - Other Actions (usually doesn't appear except for very specific cases)\n - Melee:\n * Melee Attack\n * Engage \n * Charge\n - Ranged:\n * Shoot\n * Aim\n * Covering Fire\n * Suppressive Fire\n\n - If already in Melee/Ranged action mode but can switch to another mode, append \"Switch to Melee/Ranged\".\n \n - Select self/ground: Open up GUI popup menu. Allows changing Action mode/Declaring Action between:\n * Moving Only Mode (Highlight Move + Sprint squares) \n * Melee Attack Mode (Highlight Move + Charge squares)\n * Ranged Attack Mode (Highlight Move + Attack Squares in Red fill+ outline.)\n * Other Actions (Highlight Base Movement Squares only).\n * Clear Declaration (Reverts back to Move Only Mode with default Moving)\n * If selected ground/self has nearby in-range Melee Atk/Ranged Attack action, prepends either/combination-of Melee Atk Sq/Ranged Atk Sq action on top that is optionally selectable from menu. When selected, proceeds to Melee/Ranged Attack mode and jumps straight to target selection on map with highlighted flashing squares and popup menu (if got multiple targets to choose from current selected square), else jump straight to Melee/Ranged Action selection menu for auto-selected target). May optionally press TAB to clear away popup stack menu for target selection, then need to press Q or ESC again to exit (or spacebar on a missed square). SHIFT+TAB to open back popup stack menu if you wish.\n * If selected ground/self, valid Action modes from current tile cursor position have slightly different tint or some subtle marker.\n- Q or ESC or TAB to pop away each popup stack menu. \n \n\n\n### Confirming declared action\n- Menu item which involves selecting/resolving declared action have different background-color. Select it to declare it.\n- Declared Action shown on top right with specific matching background-color. Target spot highligted accordingly with floating icon on top.\n- To end turn, press ESC to clear all popups (if any), until Exit menu appears. First option has End turn option that can be selected. Or hit the Backspace Key to quickly end turn.\n\n### Exit Menu\n- End turn\n- View Surroundings (3D)\n- `{line break}`\n- ...other options outside game context\n\n"},{"_id":"7c2ae931cd6bff24b50000ed","treeId":"7c21cdfb5305377fdc00002b","seq":10442783,"position":2,"parentId":"7c2a0a10cd6bff24b5000024","content":"### Displayed Mode/Action on top-right:\n\n- Moving Only\n - Nothing to declare.\n - Active Defense\n - Take Cover\n- Melee\n - Melee Attack\n - target(s)\n - Charge\n - target\n- Ranged\n - Shoot\n - target(s)\n - Aim\n - target(s)\n - Covering Fire\n - target\n- Melee Watchful Stance\n- Reload\n- Covering Fire\n - general direction\n- Suppressive Fire\n - general direction\n- Drag \n - target\n- Throw Grenade\n - threatened targets"},{"_id":"7c2cee109b51b13740000028","treeId":"7c21cdfb5305377fdc00002b","seq":10442711,"position":0.75,"parentId":null,"content":"# Differing Gameplay Schemes"},{"_id":"7c2cee7f9b51b13740000029","treeId":"7c21cdfb5305377fdc00002b","seq":10485103,"position":1,"parentId":"7c2cee109b51b13740000028","content":"Positive Contradictions: A lot like Fire Emblem, but with significant differences to make it more like Valkyria Chronicles/Codename Steam games, yet with more significant differences from the latter games to make it more like an old-school First-person view RPG (a necessary part of roleplaying the Fog of War), yet running through a new-school open world 3D environment (so you've got Elder Scrolls/Fallout3 format).\n\n### 3D on-the-ground view and Fog of War\n\nSome menu options have a (3D) tag to include the ability to view surroundings in 3D within the area, or perform a specific action in 3D from character's perspective. \n \nGame flow may involve seamless transitioning between 2D/3D overhead map to full 3D on-the-ground 1st/3rd person view and vice versa to provide better visualisation/execution of spotting enemies and such. Unlike boardgame/some-gridded-tabletop/typical Fire Emblem games, spotting of enemies is done only from 3D camera eyeballing always (raycasted 3D environment all-around to potential enemy targets) from prescribed lookout points in 3D, to determine cover presence, line of sight and ability to shoot/aim, prior to having them marked on 2D/3D overhead map view. Computing power is used in that respect that you won't get in a regular boardgame/old-school tactical RPG game. (It's more like Valkyria Chronicles/Codename-Steam style of spotting enemies..). However, unlike those games, spotting enemies can be done automaticaly (or narratively) behind the scenes without having the player go through the 3D view manually. This is done in order to save time and allow the player to skip viewing the 3D environment entirely (ie. viewing game in 3D is entirely optional, as the computer can handle it on your behalf). Sometimes, the grid might morph/translate into multiple planes/levels/zones, which is why environment isn't restricted to 2D but can be fully 3D on various levels.\n\n3D is primarily done in 1st-person view in order to get an accurate picture of what a particular character can/cannot see, and a realistic/epic sense of scale (Yes, you can see miles away from 3D, and whatever you see is REAL, ie. the map environments are huge and open-world sandboxey like in the Elder Scrolls/Fallout3 series, each tile can be theoritically travelled to from the battle map, even though the tactical scenerio usually has a restricted mission zone area. Incomining reinforcements (and faraway battles) can be seen from miles away and such. Terrain LOD kicks in the moment you transition to 3D view from the overhead strategic view. So, it's like bending to look across a virtual tabletop, but a tabletop that is large enough to span miles and miles of landscape detail. \n\nA character can only declare against a particular target he can see in 3D, or so long as a \"nearby\" friendly character informs him of that location well enough that he is able to make a declaration on a target he can't directly see, so taking up the highest up position within an area in order to lookout/spot enemies is crucial strategically. Use of horns/drums/flares/markers/smoke grenades, etc. as alerting devices becomes integral to the gameplay tactics. \n\nAlso, a character's exact height (even if it means a difference between 1 feet or a fraction of it), can actually mean the difference between spotting something or not at various times (as it affects the camera height, so a tall person might be able to look over a high wall by tiptoeing/jumping, but not a person that is too short, unless he uses a stool or something). So expect some unpredictability in that aspect!\n\nHidden enemy movement during resolution that ends up getting detected, may transition to 3D view to represent the scale/spotting of that enemy position as it moves across the map. This gives a far more cinematic/scale-accruate view of the scene when spotting enemies that move about on the map, similar to Valkyria Chronicles format.\n\n### Finer movement over general strategy grid via abstraction\n\nWhen crossing tiles/difficult terrain that are sloped and yield higher movement cost that exceed your typical movement allowance in squares, Challenge dice rolls (typical tabletop style) are used to determine whether you manage to cross them to gain a specific zone of control on the grid, or only succeed in partially incremented successes. The same goes for feats like Climbing, etc. and such that run outside the scope of basic foot movement.\n\nAt GM discretion, depending on the results or nature of an obstacle, some of the movements may only resolve when the phase ends, which might result in contested rolls against specific individuals if they attempt to move into the same area, etc. at the same time after the phase ends.\n\nFor more details, see `Grid Cost Movement scheme` section."},{"_id":"7c3a919bea15aeeab100002a","treeId":"7c21cdfb5305377fdc00002b","seq":10454825,"position":0.875,"parentId":null,"content":"# Layout Scheme"},{"_id":"7c3a923eea15aeeab100002b","treeId":"7c21cdfb5305377fdc00002b","seq":10454831,"position":1,"parentId":"7c3a919bea15aeeab100002a","content":"## Top-left hand corner \n\n(Terrain info)\n\n\tTerrainName(Desc) \n\tTN:4, *: 1, |_|: 2^ 1| _0 |0\n\tCost: 1<1 0^2 0>2 3_2 \n\n\n- Base terrain TN\n- \\* Indicates center cover. Color indicates coverage and number indicates AV.\n- Cover icon |_| indicates directions/coverage of edged cover.\n- Numbers indicate AV of cover (and for specific edges if necesary)\n- Movement Entering/Exit Additional Cost list (if any, attached). \n- Obstacle Entering/Exit surmount terrain rolls\n\n## Bottom Left hand corner (or floating speech bubble) \n\n(Target character info)"},{"_id":"7c21cec75305377fdc00002e","treeId":"7c21cdfb5305377fdc00002b","seq":10437141,"position":1,"parentId":null,"content":"# Color Scheme"},{"_id":"7c21cefd5305377fdc00002f","treeId":"7c21cdfb5305377fdc00002b","seq":10443314,"position":1,"parentId":"7c21cec75305377fdc00002e","content":"STANDARD FILLS AND OUTLINES:\n\n- Purple semi-transparent fill + Outline: FOV/AOE affected squares\n- Blue Fill - Total Movement region for current option context \n- Orange Fill - Not enough cost edge, or Occupied by enemy.... (may attempt to cross-into Post phase if house rule allows this = Orange/Red Outline without Fill. Red is contested.)\n- Red Fill / red outline with semi transparent redfill - Cannot attack but may be threatened (when filled at spot). For Ranged mode, filled at spot means can be attacked exposed. Semi transparent fill indicates level of exposure with partial cover. Totally invisible fill indicates fully covered.\n- Blue Outline - Base Movement/Melee Attack Region Clamp\n- Purple Outlines - DarkPink Outlines : Gapped Cover Edge vs Continous Covered Edge \n\n_________________\n\n\nFRIEND-FOE IDENTIFICATION: \n\n- Colored Bounding Circles (Path of Radiance approach) \n- Uniform Color (Many Fire Emblem Titles)\n- Health Bar Gradient style\n\n___________\n\nBOUT IDENTIFATION:\n\n- Joined Metablob bounding circles - Locked bouts (should this clear away Orange Fill squares for better clarity, since there's already a highlgiht?) Maybe fade out the Orange/Blue fills even more so that Red/Blue outlines show more instead.\n\nor\n\n- Thin Light-Bluish Floor lines\n\n\n_______________\n\nALREADY-DECLARED/ALREADY-RESOLVED IDENTIFICATION:\n\n- Grayed out figures\n\n_______________________\n\nRANGED/MELEE ATTACK DECLARATIONS:\n\n- Semi-transparent Arc lines like in Valkyria Chronicles \nFilter show: \nUndeclared Enemies that may be Dangerous, Enemies' Declaration, Friendly's Declaration\n\nSideless Scheeme:\n------------------\n- White: Melee Attack/Engage/Charge\n- Red: Ranged Shoot\n- Yellow: Aim/Unsure/Covering Fire\n- Blue (may/may not be used. .): Ranged Covering Fire (over a covered-protected enemy 9/10 or crouching behind half cover)\n- Brown: Aim (definitely sure about it. ALways used for friendlies.)\n- Green: Special\n\n\nWhite: Not yet declared. May Melee Attack/Engage/Charge you\n\nOTHER DECLARATIONS:\n\n- Guard Stance (icon only)\n- Covering Fire (icon/facing direction indication)\n\nColors not reccomended to use because of other coors:\n- Blue\n"},{"_id":"7c7c36a29efbcad3a7000037","treeId":"7c21cdfb5305377fdc00002b","seq":10484932,"position":2,"parentId":null,"content":"# Grid Cost Movement scheme"},{"_id":"7c7c36fb9efbcad3a7000038","treeId":"7c21cdfb5305377fdc00002b","seq":10490070,"position":1,"parentId":"7c7c36a29efbcad3a7000037","content":"# MOB movements over coarse 3x3 square yard grid with varying slopes/differing distances.\n\nAccounting for varying movement resolutions due to differing Character MOB stats , Difficult terrain squares, and terrain squares with slopes and additional distance costs:\n\n\nMobility Pool usage:\n-------------------------\n\nMobility pool of pre-rolled dice of MOBx2 may be used at times for movement to help determine if you managed to traverse through Difficult terrain without additional impedance, or perform that extra final step to the next square immediately, if you fall short of available Movement allowance to traverse to the next square for the given phase skirmish turn. \n\nEach square to square cardinal movement is basically 3 yard cost. Diaognal movement can be approximated to 4.5 yard cost, but is seldom used except for determining the aggregate reference Movement allowances for Charges/Straight-line Melee attack lanes.\n\nEach die is depleted for any movement per yard (1 die per yard cost) made with lowest rolled die, but also subjected to Difficult terrain TN requirements which requires depleting specific die that is >=TN of diffiucult terrain. Failure to meet TN requirements requires up increased expenditure of dice of up to double required amount from this given pool, starting with all dice meeting TN, and any remaining (lowest rolled) dice to meet total dice amount required.\n\nSlope Grades:\n<25 (neglible/no slope, 3 yard cost)\n25 to 35 degree (Grade 1 slope Tn5, 4 yard cost)\n35 to 55 degree (Grade 2 slope Tn5) (Considered \"Difficult\" from this point onwards, 5 yard cost)\n55 to 60 degree (Grade 3 slope Tn5, 6 yard cost)\n\nExamples of difficult terrain:\n(3 dice - 6 dice, 100% increase from 3 dice) eg. >=Tn6 grade level ground\n(5 dice - 10 dice, 333% increase from 3 dice) eg. >=Tn5 grade 2 slope\n(6 dice - 12 dice, 400% increase from 3 dice) eg. >=Tn5 grade 3 slope\n\nTotal yard cost from square to square RS = Math.floor( Total Yard cost from edge to edge between squares )\nBase Terrain TN travel cost = Math.ceil( Average TN between squares ) \n\nFor any terrain with base TN of 6 or higher, it's always considered Difficult. When you reach a place that requires traversing Difficult terrain but you have no more required dice left from your MOBx2 pool usage to perform it, you cannot proceed any further for your current turn and is deemed hampered.\n\nDeclarable Movement Allowances:\n-----------------------------------\nCharge: 15 yards (5 squares maximum) (may be Hurried for +1 square if hadn't yet reached maximum square limit)\nMelee Attack: 10 yards (3 squares maximum) (may be Hurried for +1 square if hadn't yet reached maximum square limit)\n\nResolvable Movement Allowances (No declaration required):\n--------------------------------------------------\nBase Movement: MOB in yards (MOB/3 squares maximum)\nSprint: MOBx2 in yards (MOBx2/3 squares maximum)\n\n\nHurried (Final Step) Movement Allowance:\n----------------------------------------\nIf you run out of dice for your Movement Allowance to traverse that given square distance cost, due to greater movment cost in yards per square, but still have required remaining TN dice left in your Mobilityx2 Pool to meet Base TN over distance to travel, you may spend such dice off this MOB pool (dice that meet the TN) in order to move up immediately to resolve an extra Final Step instead as if the last step is a \"Difficult terrain\" roll, in lieu of delayed Final Step movement allowance. If the last step travels over terrain that isn't deemed Difficult Terrain, you may reduce the RS by the amount of Movement Allowance (in yards) you have left, instead of using the Full distance cost of that terrain transition.\n\n\nDelayed Final Step Movement Allowance:\n--------------------------------\nNot enough Movement Allowance left for 3++ yards = last final step struggle attempt to move up to 3++ yards for the square. Such movement only resolves post phase and defaults to Engage action, not Melee Attack/Charge. Contested locations will result in seperate Mobility contest dice rolls.\nIf Final Step goes through Difficult terrain, you need to also meet requirement off your Mobility pool in order to succeed in your Final Step.\n\nRoll (3 + Distance to travel in yards/BaseTerrainTN): RS (3 + Distance to travel in yards - Dice remaining)\n\nRoleplaying Declaration:\n-----------------------------\nCheck if it's theoritically possible , given Movement Allowance to reach target destination. If so, determine the success/contigency of given declared objective based on that. After that, resolve the movement accordingly by rolling for Mobility Pool and then performing the movement to see if it's \"successful\".\n\nFailure to meet target destination as a result of failing to meet Final Step or ability to traverse Difficult terrain upon both declaration and resolution, will result in clamping the target destination accordingly. However, these destinations are still marked as \"valid\" destinations to travel to, and the character MUST travel to any of these clamped destinations to match their declared intention. Thus, there's a risk of failure \"in-the-middle\" involved if someone declares to cross through Difficult terrain for a Melee Attack/Charge. However, if the declaration did not involve crossing Difficult terrain for that declared approach (just that the new target location/path is different and now involves a Difficult obstacle), then the player may opt to abort his action when resolving it, and rely on contingency, if available. Thus, the nature of your movement Declaration has an effect on how you resolve your turn as well.\n\n______\n\nDetermining pathfinding costs in grid graph.\n\n**Movement cost value at square:** The higher the value, the \"better\" it is.\n\n**Can traverse to square:** Specific condition to determine whether path can recurse further on into here. \n\t\n### Resolution of movement path over known-rolled pre-arranged MOB pool:\n\n- **Movement cost value at square:** Remaining MOBx2 rolled dice pool left (can go down to negative values if MOB < Movement Allowance) + Floating(Remaining Dice Pool Rolled Total Sum/Rolled Total Dice Pool Sum)\n- **Can traverse to square:** Movement distance made so far <= Movement allowance && Difficult Terrain test succeeds\n\n(If Movement cost value at square goes negative, remember to invert Floating point to reflect complement case.)\n\n\n### Declaration/Resolution of movement path over unknown(yet to roll) MOB pool:\n\n- **Movement cost value at square:** Remaining MOBx2 rolled dice pool left (can go down to negative values), using Difficult Terrain failure costs if Difficult terrain is found + Invert(Float(BaseTerrainTN/maxPossibleTN)).\n- **Can traverse to square:** Movement distance made so far <= Movement allowance"},{"_id":"7c87ab60ae4e9a4cba000048","treeId":"7c21cdfb5305377fdc00002b","seq":10490115,"position":1,"parentId":"7c7c36fb9efbcad3a7000038","content":"### Test Movement over slopes/difficult terrain scenerios\n\ncos(deg) = 1/h\narccos(1/h) = deg\n\nWalkable slopes: (calculations of incline degree and rough personal breakpoints)\nLevel 0 slope: < 32 degrees \t\t\t\t\t\t\t (personal verdict < 32 deg) (Neglible/gentle slope)\nLevel 1 slope: 32 degree roundline, 41.4 degree baseline (personal verdict >= 32 deg) (Considered Slope)\nLevel 2 slope: 48 degree roundline, 53.1 degree baseline (personal verdict >= 42 deg) (Steep slope) (Difficult)\nLevel 3 slope: 57 degree roundline, 60 degree baseline (personal >= 52 deg) (Very steep slope) (Difficult)\n\nDifficult personal bias of around -5 to -6 degreees below roundline. 10 degree differences between 32 to 52 degrees.\n\n________\n \nMOBx2 pool to clear both movement and Difficult Terrain and Hurried Final Step movements.\n\nSCENERIO 1:\nflat - flat - Level 2 slope\n\nTesting with characters of MOB from 6 to 9.\n\nmove!\nmove!\n(Hurried final step chance: rem 1 not counted due to Difficult Terrain)\n6 dice left to clear RS:4 tn5!\n7 dice left to clear RS:4 tn5\n8 dice left to clear RS:4 tn5\n9 dice left to clear RS:4 tn5\n\n\n\nSCENERIO 2:\nLevel 2 slope - Level 2 slope - Level 2 slope - Level 2 slope\n\n12 dice left to clear RS:5 tn5!\n14 dice left to clear RS:5 tn5\n16 dice left to clear RS:5 tn5\n18 dice left to clear RS:5 tn5\n\n7 dice left to clear RS:5 tn5!\n9 dice left to clear RS:5 tn5\n11 dice left to clear RS:5 tn5\n13 dice left to clear RS:5 tn5\n\n(Hurried final step chance: rem 0)\n2 dice left to clear RS:5 tn5! (impossible)\n4 dice left to clear RS:5 tn5 (impossible)\n6 dice left to clear RS:5 tn5\n8 dice left to clear RS:5 tn5\n\n\nSCENERIO 3: \nLevel 2 slope - Level 3 slope - flat - Level 3 slope\n\n12 dice left to clear RS:5 tn5!\n14 dice left to clear RS:5 tn5\n16 dice left to clear RS:5 tn5\n18 dice left to clear RS:5 tn5\n\n7 dice left to clear RS:4 tn5!\n9 dice left to clear RS:4 tn5\n11 dice left to clear RS:4 tn5\n13 dice left to clear RS:4 tn5\n\n(Hurried final step chance: rem 1 not counted because Difficult Terrain)\n3 dice to clear RS:4 tn5! (impossible)\n5 dice to clear RS:4 tn5\n7 dice to clear RS:4 tn5\n9 dice to clear RS:4 tn5\n\n\nSCENERIO 3a: (final step different)\nLevel 2 slope - Level 3 slope - flat - Level 1 slope\n\n(Hurried final step chance: rem 1 counted)\n3 dice to clear RS:2 tn5!\n5 dice to clear RS:2 tn5\n7 dice to clear RS:2 tn5\n9 dice to clear RS:2 tn5\n\nSCENERIO 3b: (final step different)\nLevel 2 slope - Level 3 slope - flat - flat\n\n(Hurried final step chance: rem 1 counted)\n3 dice to clear RS:2 tn4!\n5 dice to clear RS:2 tn4\n7 dice to clear RS:2 tn4\n9 dice to clear RS:2 tn4\n\n___________________________________________\n\n\nDelayed Final Step Movement: (or basically if Hurried test fails)\n\nRoll (3 + Distance to travel in yards/BaseTerrainTN): RS (3 + Distance to travel in yards - Dice remaining)\n\n(NOte: Difficult terrain requires HUrried TEst to pass anyway, or may require additional \"Distance to travel in yards\" with Dice remaining zero, or Dice remaining be negative which can affect RS)"}],"tree":{"_id":"7c21cdfb5305377fdc00002b","name":"Song of Swords: (Fire Emblem Style/UI/Game Design doc)","publicUrl":"song-of-swords-fire-emblem"}}