As I work on my 3rd Turn-Based Tactical game, Im sharing my insights into how fundamental design choices affect the gameplay, and sprinkle it with a couple of specific hints how to solve some of the more common design problems.
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SHORT: Turn based tactical design fundamentals - TAKEAWAY.pdf
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
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!