Realms Beyond – A classic turn-based fantasy RPG

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Combat System #4: AI for Turn-based Combat Systems

When we started out working on the combat system we had a lot to do to lay the basic foundations. We had to get our character animation system running and implement stuff like combat logic, hexboard generation from level topology, or hexboard queries for paths and floodings at runtime.

That left little time to care about something as high level as AI (Artificial Intelligence). As a consequence our first prototype for AI ‘grew’ with time. At first, all it could do were melee attacks. Then we added ranged attacks. Then we implemented an enemy spell AI for intelligent placing of area spells (trying to maximize hits on enemies and minimize hits on allies). Finally we included rather specific routines (like fleeing) for characters that suffered from spells like fear...

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Combat Alpha – First Screenshots

While the user interface of our combat alpha is still in the final polishing process, we can already present two screenshots from the upcoming scene.

A warband of orcs (along with a troll) ambushed the player’s party in morning hours while traveling through the wilderness.

Combat Alpha - Morning Mist

Combat Alpha - Morning Mist Zoomed

Edited:
Some more variations with customized grid settings.

Dark variant – medium opacity

Bright variant – high opacity

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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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World Building #2: Where do you start designing an open world roleplaying game?

Dragon Avatar

Up to this point, most of our blog posts have covered sources of influence and inspiration and some general game mechanics. What we have not covered at all so far, is the world of Realms Beyond. That’s where I come in…

Some of you may know me as “Dragon” in our forums and I am the Creative Director of Realms Beyond, which means, I am overseeing the creation of the content that you will eventually play in the game.

I do have a background in game design and I’ve worked on numerous roleplaying games before, in a variety of capacities, and when I joined the Ceres Team some time ago, the first order of business was the general world design.

Dungeons & Dragons Player HandbooksWhile we’re using assets and code from the never-released Chaos Chronicles project, we decided early on to create the actual content for Realms Be...

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