Planet Stronghold: Warzone dev thread

Discuss the sequel to Planet Stronghold here
Post Reply
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: Planet Stronghold: Warzone dev thread

Post by jack1974 »

Well depends on many factors :) surely is the next RPG on my list, but it depends when all the art is ready and when will have time to start coding it. I am also thinking if adding a "perks system" like we discussed somewhere else in forums. I have several ideas but need to see the feasibility.
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: Planet Stronghold: Warzone dev thread

Post by jack1974 »

Image
this time is the Marada Knight. More feminine than the warrior but still quite deadly. Also, nice "horse" :mrgreen:
User avatar
abnaxus
Woods ranger
Posts: 108
Joined: Wed Apr 11, 2012 6:55 pm

Re: Planet Stronghold: Warzone dev thread

Post by abnaxus »

Good to see that the sequel will feature more enemy types among the races.
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: Planet Stronghold: Warzone dev thread

Post by jack1974 »

Image
I've decided to use a modified version of Loren RPG system and I'm currently experimenting with the layout. Since for PS I have fullbody enemy sprites, I'd like to show them on the battlefield.
On the bottom there should be the battle movement order displayed horizontally with the portraits, while the enemies would be shown in the middle, in two rows (front/back row). So currently there's no party information displayed :lol:
It will be a bit of a problem to fit also the player formation, even if could use icons to display the position. It's still a very early work-in-progress of course, so it will be completely changed for sure, but I wanted to visualize my idea.

Honestly since in PS you use long-range weapons I'm not sure if the front/back row makes any sense at all. I could just keep the 1st game max 4 enemies limit, or maybe put 5 but all in one row. Mumble mumble...
User avatar
spelky
Young scout
Posts: 2
Joined: Mon May 07, 2012 7:08 pm

Re: Planet Stronghold: Warzone dev thread

Post by spelky »

I like the look of it already, and its only a mockup!

I guess if there are no blocking mechanics in play, then the front and back row mechanics are superfluous to the needs of the game.

Having not played much of PS at all, I can't really say whether you employ cover mechanics in the game. But if not, what about the idea of having actual structures in the mix, say a wall or box, or rock on a planet surface and have it have a structural HP value that can be eroded by fire. Give it a blocking value and a percentage of firepower seep through. But make it part of the game to move your team in and out of cover?

Since you're displaying the full enemy characters on the battlefield, you could give them limited movement and cover mechanics too. Not sure how all this would fit in with the current mechanics, but with ranged combat, often cover is as important as what weapon type, range or accuracy you can shoot with.

Just an idea.
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: Planet Stronghold: Warzone dev thread

Post by jack1974 »

Yes the coverage would be cool but I don't think would work well in a first person view, would work better on a battle grid, similar to Heroes Of Might & Magic for example. Obviously I don't want to make something that complex :mrgreen: I actually wanted to make PS sequel about the same complexity as the first, so easier to pick up than Loren (I mean as rules, not as battle difficulty).
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: Planet Stronghold: Warzone dev thread

Post by jack1974 »

Image
getting more enemies done... this is a dangerous robot hornet! :)
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: Planet Stronghold: Warzone dev thread

Post by jack1974 »

Image
human psionicists. They're like zombies, but there's a reason for that and will be explained in the sequel story (though you probably got a hint of it when you played the Rumi character quest).
Falaris
Young scout
Posts: 3
Joined: Thu May 03, 2012 2:41 am

Re: Planet Stronghold: Warzone dev thread

Post by Falaris »

About the back and front row... this is just a side idea from someone being up way too late.. but:

How about having a random / location determined number of back and/or front slots, so you can't allways have as many as you wish in front / in cover?

(The back row would obviously represent cover, which may or may not be sparse). This would have the advantage of forcing the player to vary his tactics a bit, especially if some abilities (sniping, healing, support? etc.) are interruptible, more effective from behind cover, etc. while some like grenades or suppression fire would be more effective against targets in cover.

In desert or plains areas cover would be sparse, while in warehouses, forests, hills, etc. it would be very common - this would lend a certain amount of predictability to it so if the player thinks about equipment and party choices ahead of time, they are likely to do better.

Anyway, looking forward to more on this one. :)
User avatar
jack1974
Pack leader
Posts: 15095
Joined: Thu Jun 16, 2005 4:43 pm

Re: Planet Stronghold: Warzone dev thread

Post by jack1974 »

Yes, that indeed is a good idea :) Since I'm planning to reuse Loren battle system adapting it to this game, I might still allow only 4 characters in the party but add this cover option with variable landscape. Or might also change overall effectiveness of some weapon type based on the "terrain". For example machine guns would be more effective indoor (since works at close range) while sniper rifle more effective outside (long range). Will need to think carefully about the rules for this game :)
Post Reply