Realms Beyond – A classic turn-based fantasy RPG

combat tagged posts

Combat Development and Goblin Barbecue

We haven’t posted much lately because we focused all our efforts into developing the first playable iteration of the combat system. This combat prototype (or let’s say Combat Pre-Alpha) will include almost every action and spell of the classes Fighter, Barbarian, Cleric, Wizard, Ranger and Rogue (about 100 actions and spells in total).

Along with animations, character models and visual effects, we already implemented the sound for various weapons, spells and hit effects.

Until we can show you a detailed insight of the combat system, this little preview video will give you a first impression of the Fireball spell at a higher character level. Those poor Goblins never had a chance and died many deaths during the development.

Except for the combat grid, we completely hid the user interface bec...

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Combat System #3: Battle Crowds

In an earlier post (Combat System #1) that discussed the combat system of Realms Beyond, we wrote that from the beginning, our aim was to make a turn-based game. However, we also mentioned that we carefully evaluated other variants, such as the Real-time-with-Pause (RtwP) combat system of Baldur’s Gate in particular. We are grown-ups that make games in an industry that still focuses mostly on kids as their key demographic and most of us were still teenagers when turn-based RPGs vanished and made room for the new era of real-time games.

Even if the pros and cons of different systems sometimes come down purely to personal taste, we believe that no one would argue that turn-based games tend to be less “action-packed.” It is the nature of the beast...

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Combat System #2: Hexes vs. Squares

As you may recall, we touched upon this particular subject some time ago very briefly when we talked about our die rolling experiments with D&D 4th Edition: Six sides are better than four. Let’s elaborate.

This particular subject led to some of the most heated discussions among ourselves while we designed the combat system for Realms Beyond. There are times in the development cycle of a game that can lead to actual combat. Only in those cases, it typically gets resolved with arguments and words rather than the use of force and weapons.

Players of traditional D&D campaigns and those of the SSI Goldbox Games used to prefer dungeons and battlefields that were based on a square grid. Wargames and virtually every turn-based strategy game, on the other hand, favor hexagons...

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Combat System #1: Turn-based, RTwP and the Open Game License

After all this talk of exploration and adventuring, let’s turn our attention to more exciting things, such as combat, shall we? It’s a truly complex and crucial subject and during the time when Realms Beyond was merely an idea, we bounced around a number of approaches how to implement a tactically deep, but also entertaining, turn-based combat system in the game.

Dragon Age combat

We knew right from the beginning that we wanted a classic, turn-based system. Other options were certainly worth discussing and evaluating, but none ever struck us as ideal. We all played Dragon Age (the first and best part) which had a real-time combat system with a Pause-option. Nobody here felt comfortable with the concept of having a similar combat system in our game.

So why did we choose to go strictly turn-based over...

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