A Visual Look from a Game Play Perspective
Tonight we are sharing with you the first part in a series of updates that will expand on the game play mechanics for Unsung Story: Tale of the Guardians. Again it is important to note that these details are all preliminary and may be subject to change; however we will make sure you know of any changes as they occur. You guys have been so great at posting up ideas and suggestions that with your help together we will be able to make this the game that we all have been waiting for.
This first update introduces a visual look into the game from a game play perspective. Each concept piece is representative of what the viewer would see from different camera angles. As we develop the game, we will research different approaches to the camera, comparing both fixed angles as well as a free camera, to find what is optimum for the user experience.
The battle system for Unsung Story is a turn based system that puts importance on speed for each units actions. Therefore, faster units will act on their turns first. The image below represents an example battle stage, as seen by the player, with the player’s party in blue and the opposing force in red. All of the world stages will be richly modeled and detailed, with various terrains and elevations.
Instead of a square tile system, Unsung Story will use triangular tiles, with units standing not at the center of tiles, but at the intersections. This gives units six possible directions of movement.
This image below depicts different target choices for the player in this triangular based system. In this example, the Active unit has three options:
1) Use attack “X” on the adjacent Enemy A
2) Use attack “Y” on Enemy B, two tiles away
3) Use defense “Z” to aid the adjacent Ally C
The attack radius shown above is a radius of 2, in other words. A, B, and C are all within the acting unit's range. A and C are well within range, and B is at the edge of the range. The purpose of this system is to explore what more can be presented to the player, by way of multiple action choices, while having a consistent six possible direction choices available to them.
The next update will cover some of the battle system components in more detail, as well as some further character class details.
Also tomorrow we will host an AMA with Gary Weis, the Chief Technology Officer here at Playdek. He will be able to answer your questions about his background in the gaming industry, his passion for strategy and RPGs, and his technical and development expertise. You can join us tomorrow on the Unsung Story subreddit; the thread will be created about half an hour in advance so you will be able to post up your questions early if you’d like.
Time and Date: 2:30pm PST / 5:30pm EST on February 7th, 2014
Thank you again for all of your support, and stay tuned because we have more information about Unsung Story coming your way over the next few days!