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$244,932 pledged of $1,000,000 goal
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By Loot Drop
$244,932 pledged of $1,000,000 goal
backers

Update 6: COMBAT

The core of any RPG is its combat system, and we are pleased to reveal SHAKER’s combat system to you today. Be sure to check out our previous update for information on your character and crew. To recap, you create and customize your own party and take them to the medieval, fantasy world of Antera in search of the beginning of a chain of events that lead to a deadly consequence.

Be sure to friend us on Facebook and follow us on Twitter @lootdrop!

Combat: Steel and Spells

Combat in the world of Antera is full of swords and sorcery! Outside of combat, you have free movement about the world of Antera, but once you have an encounter with the not-so-friendly residents of this medieval world, it’s old-school, turn-based combat.

Before the Encounter

Your party has six characters in total (your four characters and two local NPC recruits). Before combat, you are free to arrange your party as you wish in front and back ranks. The further back your characters are, the safer they will be. The closer they are to the action, the more brute-force damage they can do. Back-rank characters must have spells, long-range attacks or weapons, or special skills. All weapons and spells have specific ranges.

Entering Combat

Combat occurs when you near an enemy, and you enter combat mode. Before you, you see the creatures in the world, and combat proceeds in turn-based rounds. In traditional RPG fashion, you choose each character’s action. The NPCs are, at first, autonomous, but you can choose their actions once they fully trust you. Once everyone determines their course, the game determines who goes first based on everyone’s quickness (plus or minus any modifiers). Combat then plays out in front of you with each party member or enemy taking turns in order of their Initiative. Combat ends when you defeat the enemy or they run away, knowing what’s good for them.

Combat Rounds

During combat, your characters have several options to choose from depending on their available weapon, profession and location in the party. You may choose from: Attack using your current weapon, select a Spell/Special using your profession’s unique powers, or use an Item. You can also get the hell out of dodge or skip your turn.

Combat continues round after round until there’s a victor. Hopefully, you’re the one looking down on the bodies of your foes! :)

GOOD OLD GAMES

Vote up Shaker: Old School RPG on Good Old Games! Here's the link to add the game to the community wishlist.

SPREAD THE WORD!

We have received some great press and are so thankful for all the coverage -- here’s a sampling of all the great reviews.

Please spread the word by following @LootDrop on Twitter, friending us on facebook at http://www.facebook.com/lootdropgames, retweeting our posts and linking to our Kickstarter -- thanks so much for your help and support!

THANK YOU

That’s it, thank you again, and see you in the next update!

--Tom and Brenda

Comments

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    1. Missing avatar

      sandro de carvalho on October 15, 2012

      I agree with Jog

      A board-game grid to control position of allies ( allowing strategic movements like the ones in some board games, like D&D ) would be awesome.

      Love turn based games XD

    2. Jog, OOoE / EiT / WoOS on October 12, 2012

      IMO the perfection of that combat system was like it was done in Albion & Amberstar/-moon. It added a small board-game grid to the combat screen where each party member and the enemies were represented as icons, melee attacks could only be made to adjacent fields and you could move your party within your half of the combad grid, so the mage could retreat from the front line. Added a whole new layer of tactics to that old system.

    3. Fred T. on October 11, 2012

      Reminds me of the first time I played phantasy star on the Master System. I died on my first fight when I came out of the city, some giant bat-winged eye thing killed me. You could travel between planets too and I think the last boss looked a bit like a blue terminator without legs.. Can't remember much more but I know I enjoyed it :) Looking forward to get my ass kicked again.

    4. Mattias Berntson on October 11, 2012

      Ah, 80's and early 90's RPGs. I won't say "those were the days", especially since I didn't really play RPGs yet at that point in time, but the formula (including the turn-based battles) has a good deal of charm.

      I really hope the SHAKER Kickstarter is going to be successful, but if it doesn't make it... don't give up! Just think over your presentation, see if there's anything about your ideas you might have to tweak, and try again! :)

    5. Loot Drop Creator on October 11, 2012

      Thanks everyone for the comments!

      Erekose: you have completely free movement in the world, not locked into a grid. Once you enter combat, you are locked facing the enemy group (they align for easy selection), until combat concludes. You stay in the same first person PoV the entire game.

      Yin Yin: you -- haha, thanks for Bofferbrauer, for helping out with your responses!

      There are lots of tweaks and niceties that come from iterative playing of the game and seeing how the combat feels. Want to make it awesome as possible!

    6. Boris Ehlers on October 11, 2012

      So this is really a round base combat as in good old days? Hmm.. I would prefer an option for Realtime Fights and love combinations between FPS and RPG.

    7. Fiurgeist on October 11, 2012

      I don't know... I'd just prefer a "Baldur's Gate"-esque combat system I guess, I watched some Wizardry 8 videos - seems to be a similar combat system - and it doesn't looked that appealing to me...

    8. Missing avatar

      Ricks (deleted) on October 11, 2012

      I like what I see. Even the concept art wants me make to jump in already :p

    9. Bofferbrauer on October 11, 2012

      well since you can see the ennemies coming you could also cast the buff before starting the fight. This way it would even save your Mage some action

    10. Missing avatar

      Alexander on October 11, 2012

      @Bofferbrauer
      I totally agree on initiative when it comes to dealing with enemies. But why can't we tell OUR warrior to wait for OUR mage? Certainly we can't tell someone to act earlier because of the initiative, but i would really like to be able to tell my party members to wait for someone to act first.

    11. Bofferbrauer on October 11, 2012

      @Alexander
      True, a Stamina bar like in Wizardry would be quite interesting, especially in long fights

      @Barry Pitcher
      Normally in round based Fights this all goes over initiative, meaning if you want a Mage to buff a Fighter before he makes his first swing you will have to raise the Initiative of your Mage the one of the Fighter. However, since buffs stay generally active for several rounds of turn-based combat the timing of buffs ain't as critical as in real-time combats. It's very important for healing spells, though

    12. Barry Pitcher on October 11, 2012

      Will you be able to tell a player to wait until after a different character has acted? For example if you wanted a mage-type character to buff a warrior and then the warrior to take his turn, you would tell the warrior to only attack after the mage has buffed him.

    13. Yin Yin Leong
      Superbacker
      on October 11, 2012

      @ Bofferbrauer
      But I prefer good old random encounters : /

    14. Bofferbrauer on October 11, 2012

      @ErekoseDM:
      Shaker will be Gridless. Battles will probably stay in 1st Person View, too, as it was in Wizardry 8. I don't see where the combat System was problematic in that Game, the problem there was more that you generally hat 10 or more ennemies coming up to you and so were able to surround your entire Party if you let that happen
      @Yin Yin Leong
      Yes, you see them coming from afar and even possibly sneak by

    15. Missing avatar

      Alexander on October 11, 2012

      How come I don't see stamina bars on the mockup?

    16. Yin Yin Leong
      Superbacker
      on October 11, 2012

      Hmmm so combat style is not random encounter but you see the enemy on the screen?

    17. ErekoseDM on October 11, 2012

      thanks for the update Loot Drop!
      ---
      i like that NPC recruits take some trust levels before you can control them. it reminds me of the combo system from the PS2 Wizardry game where trust between characters would let more useful combo attacks to be unleashed on enemies.

      i loved how dark PS2 Wizardry was. First Person POV, both in exploration and in turn based battle mode, but still had a grid the player walked on.

      Is Shaker is going to be gridless? (like Deus Ex, Gothic, Skyrim)
      or have a grid? (like Rogue, Persona, PS2 Wizardry)

      did the battles pop the viewpoint out behind the character party or was it locked in as 1st person POV during battle as well?
      ---

      @Loot Drop or any Wizardry 8-ologists

      will this battle system still be as problematic in the same way as Wizardry 8? (how does it differ which resolves the issues?)
      will i be constantly looking for alleys and corners to retreat into and to battle from?

      quote from Wizardry 8 wiki:
      "For the first time in the Wizardry series, players can see enemies approaching instead of having them pop up randomly. Combat is turn-based, although a continuous-phase mode can be toggled. Because combatants are free to move during combat, some disadvantages of the combat engine can quickly become apparent. Fights with more than ten enemies can become tedious, while spells that cause fear can cause the enemies to run away, even though the player's party is still flagged as being in combat. Due to the way enemies tend to surround the party, it is often necessary to retreat into nooks and crannies in the terrain in order to prevent being flanked."

    18. Hardeep Singh on October 10, 2012

      Very cool. Still not sure if I like the premise of the story yet, gotta mull it over some, but looooove these type of combat systems. Can't wait to learn more :)

    19. Scott Nickell on October 10, 2012

      @Merin - Yeah, the first time I saw one of the early JRPGs, the first thing I thought was, "Oh, look, it's the combat screen from Phantasie." :-)

    20. Missing avatar

      Jeremy Reaban on October 10, 2012

      Bard's Tale was the same as Wizardry (and Might & Magic)

      And while D&D started as a wargame spinoff, in the early days it was mostly played narratively, rather than moving little guys around a grid tactically. You just had a "marching order", the fighters and clerics up front, the wizards in the middle and the thief behind

    21. Missing avatar

      David Holmin on October 10, 2012

      Type. It should be "putting the attacker within range of attacks of opportunity".

    22. Missing avatar

      David Holmin on October 10, 2012

      @Peter If I'm not mistaken, AD&D similarly has weapons with "extended range", such as spears, that can strike enemies without putting the attacker range of attacks of opportunity and things like that. So I think the front/back rows thing is a heritage from PnP. Unless those things were added to later editions of AD&D.

    23. DDW Studios.. Dan DeLibro on October 10, 2012

      Awesome update #6 ! Been looking for this style for a long time now. You know i love you and i'm backing you 100% Tom, Brenda and Loot Drop( You had me at old school RPG ), but please get some art, screen shots, concept art or something visual for us (mostly those non believers) to gaze upon!
      Thanks!

    24. Merin on October 10, 2012

      JRPG's got it from copying games like Ultima, Wizardry and Might & Magic.

      And if you played SSI games, you should recognize this from Phantasie. :)

      Great update!

    25. Missing avatar

      David Holmin on October 10, 2012

      @Peter Yes, I'm pretty sure the JRPGs got the front/back rows from Wizardry. I'm not sure, though. What I do know is that many of the Wizardry games have it. Wizardry 7 has front/back rows for both the enemy and player sides, with some interesting rules for which weapons/spells reach what. It also uses enemy groups, and spells target either one foe, one group, or all of them.

    26. Missing avatar

      Weslee Bilodeau on October 10, 2012

      Finally, some real details. I like the direction.
      This is the the first update that actually made me have any real interest.

      I wish these details were provided before, as I know many of my friends have already passed this up.
      Hopefully actual details like these may renew interest.

    27. Missing avatar

      Peter on October 10, 2012

      Been a long time since I played Wizardy .. did it have the same japanese console rpg front/back combat system? Guess I should go look it up. Never was much a Wizardly guy, was much more into SSI and Bards Tale.

    28. Missing avatar

      David Holmin on October 10, 2012

      @Peter Because it's inspired by Wizardry, I would assume.

    29. Missing avatar

      jvolpert on October 10, 2012

      Awesome. I just started a new game of Dark Savant, can't wait for this.

    30. Missing avatar

      Peter on October 10, 2012

      Why this way and not more like SSI's free flowing tactical D&D fights like Pool of Radiance? Much prefer that over the 8bit console front/back rank model.

    31. HunterQC on October 10, 2012

      +1 Jared Fite :)

    32. Missing avatar

      David Holmin on October 10, 2012

      Sounds Wizardry-esque. Cool. What will you do outside of combat, when there's free movement? Can we expect puzzles and the use of skills and spells to find secret areas and stuff?

    33. Loot Drop Creator on October 10, 2012

      Yay! Thanks for your support!

      And thanks for all the nice comments!

    34. ekster on October 10, 2012

      Thanks for the update! I was on the fence at first, but the recent updates are definitely making it interesting. You've got yourself another pledge!

    35. HunterQC on October 10, 2012

      Make a vostfr version for the game

    36. fredgiblet on October 10, 2012

      Interesting. You don't get to control the NPCs until they like you. That's different.

    37. Jared Fite on October 10, 2012

      Awesome! Been craving a nice turn-based RPG for awhile. I think people will be happier with the information you are providing in this update :)

    38. Delicieuxz on October 10, 2012

      It's too bad you guys didn't have project details ready before you announced it. You've definitely lost a lot of the propulsion and public attention that you would have otherwise had. Gotta go into things prepared, people aren't as enthusiastic about funding a blank page!

    39. OddBall on October 10, 2012

      :) , my favourite type of combat, hopefully the magic from Wizardry will make an appearance!