Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Whalenought Studios reveal their next RPG - Copper Dreams

Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
The battle system sounds cool. As everyone probably knows by now, I'm a big fan of Labyrinth of Touhou where speed (and action delay) is a decisive factor, which makes it into one of the most tactical and varied RPGs I've played. This sounds similar, except in a non-blobber RPG. Here's looking forward to it a lot.
Hmm do we know it's non-blobber combat yet?
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,799
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I'm not really in the loop on all the tidbits

The turn-based with real-time execution system is largely inspired by Grandia. Grandia's combat to my knowledge takes place on a discrete battlefield abstract from the exploration world. Combat here will take place in the exploration world with tactical movement & positioning (with geometry & z-axis). There really aren't any games with this combat system that aren't heavily abstracted in some way (Frozen Synapse comes close but that's phase-based and different again) so it may be the first of its kind in that manner.

As Excidium II said, it will be interesting to see how it plays out.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
Well not red faction level stuff of course, but with all the talk about vertical gameplay I keep thinking about cool stuff like fragile ceilings, makeshift walkways and what not that could be exploited in combat.
 
Self-Ejected

Excidium II

Self-Ejected
Joined
Jun 21, 2015
Messages
1,866,227
Location
Third World
Yeah, sure but I imagine with the vertical stuff comes fall damage since they're already going to those lengths. I hope it isn't just a gimmick for sniping points like in WL2 combat.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom