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Turn based tactical design
fundamentals
Kacper Szymczak
ABOUT ME
 Techland -> CreativeForge -> Artificer
 16 years of design experience
 8 years of turn-based tacticals
 Hard West, Phantom Doctrine, and now something new!
ARTIFICER is HIRING!
 Measure twice, cut once
 The best studio for ambitious creatives
 Without any personal sacrifices
 Always hiring! -- jobs@artificer.com
WHAT I MEAN BY TURN BASED TACTICAL
 Turn order
 Multiple characters
 Spatial positioning
 Primarily about combat
KNOW THE KEY REFERENCES
Xcom 2
Jagged Alliance 2
Into the Breach
Battle Brothers
Gears Tactics
Valkyria Chronicles
Mutant: Year Zero
Invisible Inc.
12 TACTICAL DESIGN FUNDAMENTALS
AND TIPS
1. SQUARE GRID FOR SHOOTING, HEX FOR MELEE
 Good for blocky buildings,
interiors
 Not so good for irregularly-shaped
environment
Square grid
 Sucks for urban environment
Hex grid
 Good for natural environment or
big scale yuck
Square grid adjacency sucks for melee
For melee combat, adjacency
is important, and square grid
lacks convenience;
The distance between
adjacent side-by-side tiles is
different than
adjacent slanting tiles.
That means for example that
your animations need to work
for both distances,
or you may need to disallow
slanting melee attacks.
Hex grid adjacency great for melee
In Hex grid, its the same
distance in all directions.
2. USE A 2AP SYSTEM
(UNLESS YOURE MAKING A COMPLEX SIMULATION)
 Simple!
 No math to do
 Dont have to memorize AP costs
 Never left with a remaining handful of useless APs
...but: unfit for complex simulations (Jagged Alliance)
3. USE A SIMPLE TURN SYSTEM
(MOVE ALL YOUR UNITS IN YOUR TURN)
 Its simple!
 Little interruption
...but: sluggish with lots of units
 Unaffected by scale
 Harder to plan, synergize abilities (enemy interruptions)
 Players tend to focus on the next big threat on timeline
 Gameplay tends to be more reactive than proactive
...for big battles, use timeline instead
you you you
enemy enemy enemy
4. MAKE COVER READABLE
 Make it readable at a glance
 Keep it blocky
 Nature enviro sucks for this
bad good
5. DONT KEEP THE PLAYER WAITING
 Let the player execute orders fast, fast, fast (shave off delays, animation time)
 Implement simultaneous orders (switch between units while orders are
executed)
 Implement fast forward in enemy turn (MYZ)
 Fewer units in enemy turn (or use timeline) (reinforcements can help)
Full cover is better, so players
will use full cover and ignore
half cover.
Inspect this screenshot: Ive
marked the only tiles that the
player will find worth
considering, because they
provide full cover.
Level designers who are new
to the genre tend to sprinkle
the levels with half covers like
they would for a shooter
game.
But in cover-based tacticals,
half covers are mostly
irrelevant. Treat your half
covers as decor.
6. DON'T OVERDO HALF COVER
irrelevant
cover =
decor
7. END UNIT TURN AFTER ATTACK
 Moving after attack enables hit and run
 Hit and run is best countered by overwatch
 Both hit and run and overwatch are defensive plays
 Defensive strategies slow the game down
8. GET YOUR SCALE RIGHT
 Fit game into the screen
 Adjust attack ranges to have shooter AND target on the screen
 Fit arenas/chokepoints on the screen
9. DESIGN THE SAFE SPOTS
 Create those with 3 walls
 Very important for support abilities (players need to feel safe to use utilities)
 They allow you to lead the player through the level
3 full covers =
safe spot
10. CONTROL YOUR RNG
TURN-BASED TACTICAL = RISK MANAGEMENT
 Random chance doesnt mean that ANYTHING can happen
 Make risk manageable
 Its OK for a flimsy plan to fail (30% chance miss feels okay)
 Its not OK for a great plan to fail miserably (90% chance miss feels wrong)
11. GET RID OF FLOOR SWITCHING
DO YOU REALLY NEED ELEVATION?
 No
 You need visual verticality instead
 Use area bonuses to get the same gameplay result without the UX burden
12. ABILITIES ARE KING
Dont cut corners or save resources on abilities!
End.
(Hiring designers! jobs@artificer.com)
Questions?

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SHORT: Turn based tactical design fundamentals - TAKEAWAY.pdf

  • 1. Turn based tactical design fundamentals Kacper Szymczak
  • 2. ABOUT ME Techland -> CreativeForge -> Artificer 16 years of design experience 8 years of turn-based tacticals Hard West, Phantom Doctrine, and now something new!
  • 3. ARTIFICER is HIRING! Measure twice, cut once The best studio for ambitious creatives Without any personal sacrifices Always hiring! -- jobs@artificer.com
  • 4. WHAT I MEAN BY TURN BASED TACTICAL Turn order Multiple characters Spatial positioning Primarily about combat
  • 5. KNOW THE KEY REFERENCES
  • 14. 12 TACTICAL DESIGN FUNDAMENTALS AND TIPS
  • 15. 1. SQUARE GRID FOR SHOOTING, HEX FOR MELEE
  • 16. Good for blocky buildings, interiors Not so good for irregularly-shaped environment Square grid
  • 17. Sucks for urban environment Hex grid Good for natural environment or big scale yuck
  • 18. Square grid adjacency sucks for melee For melee combat, adjacency is important, and square grid lacks convenience; The distance between adjacent side-by-side tiles is different than adjacent slanting tiles. That means for example that your animations need to work for both distances, or you may need to disallow slanting melee attacks.
  • 19. Hex grid adjacency great for melee In Hex grid, its the same distance in all directions.
  • 20. 2. USE A 2AP SYSTEM (UNLESS YOURE MAKING A COMPLEX SIMULATION) Simple! No math to do Dont have to memorize AP costs Never left with a remaining handful of useless APs ...but: unfit for complex simulations (Jagged Alliance)
  • 21. 3. USE A SIMPLE TURN SYSTEM (MOVE ALL YOUR UNITS IN YOUR TURN) Its simple! Little interruption ...but: sluggish with lots of units
  • 22. Unaffected by scale Harder to plan, synergize abilities (enemy interruptions) Players tend to focus on the next big threat on timeline Gameplay tends to be more reactive than proactive ...for big battles, use timeline instead you you you enemy enemy enemy
  • 23. 4. MAKE COVER READABLE Make it readable at a glance Keep it blocky Nature enviro sucks for this bad good
  • 24. 5. DONT KEEP THE PLAYER WAITING Let the player execute orders fast, fast, fast (shave off delays, animation time) Implement simultaneous orders (switch between units while orders are executed) Implement fast forward in enemy turn (MYZ) Fewer units in enemy turn (or use timeline) (reinforcements can help)
  • 25. Full cover is better, so players will use full cover and ignore half cover. Inspect this screenshot: Ive marked the only tiles that the player will find worth considering, because they provide full cover. Level designers who are new to the genre tend to sprinkle the levels with half covers like they would for a shooter game. But in cover-based tacticals, half covers are mostly irrelevant. Treat your half covers as decor. 6. DON'T OVERDO HALF COVER irrelevant cover = decor
  • 26. 7. END UNIT TURN AFTER ATTACK Moving after attack enables hit and run Hit and run is best countered by overwatch Both hit and run and overwatch are defensive plays Defensive strategies slow the game down
  • 27. 8. GET YOUR SCALE RIGHT Fit game into the screen Adjust attack ranges to have shooter AND target on the screen Fit arenas/chokepoints on the screen
  • 28. 9. DESIGN THE SAFE SPOTS Create those with 3 walls Very important for support abilities (players need to feel safe to use utilities) They allow you to lead the player through the level 3 full covers = safe spot
  • 29. 10. CONTROL YOUR RNG TURN-BASED TACTICAL = RISK MANAGEMENT Random chance doesnt mean that ANYTHING can happen Make risk manageable Its OK for a flimsy plan to fail (30% chance miss feels okay) Its not OK for a great plan to fail miserably (90% chance miss feels wrong)
  • 30. 11. GET RID OF FLOOR SWITCHING DO YOU REALLY NEED ELEVATION? No You need visual verticality instead Use area bonuses to get the same gameplay result without the UX burden
  • 31. 12. ABILITIES ARE KING Dont cut corners or save resources on abilities!