Will to Survive is a real-time survival RPG set in Brighton. You control Will, a resourceful survivor living in a world inhabited by deadly alien invaders. The objective of the game is to keep Will alive for as long as you possibly can. Will to Survive offers a true survival experience unlike any other, it's persistent and perpetual world means even events while you are away from the game are simulated, so make sure you have enough supplies to last or you may well return to find your Will has been destroyed. The game is targeted for most available formats including desktops, mobiles and tablets. What's more Will to Survive will offer you the ability to synchronise your save to any device meaning you can check on your Will any time of the day, even on the move. And, did I mention it's permadeath... if Will dies, you start from the beginning. Everyone has a Will to Survive... how long yours lives is up to you.
An update on how the combat will be changing for the better.
Posted by Liquidoodle on Aug 20th, 2013
Today I wanted to talk a little about the new direction that I am looking into heading with regards to combat.
So far the combat in the prototype has not been met with much praise, in fact often people have been confused as to how it works as no other game features a combat mechanic like it and I've personally not been 100% happy with how it plays. I now feel like I know the correct direction to go in which will improve the game a lot and help cut down development time leading to a higher degree of polish and quality.
Originally when I first developed the prototype the aim with the combat was to develop a system which would work well on mobile formats as well as desktops so I had the idea of using something along the lines of Pokémon style fight screens. It seemed like a sound concept and the player was taken to a different screen with the intention to help cut down art time and be a little more straight forward to develop in terms of AI logic.
The combat system was never truly locked down, it was still an early test of an idea but I needed to take that path in order to see if it was correct or not. I always had thoughts about changing it to a turn based system but wasn't sure how it would work, if it would work and how much extra time would be involved with that process.
As usually happens with the development process eventually you have an epiphany and everything becomes clear on what direction you should take.
The idea behind the new combat system is to scrap the idea of a separate combat screen and to tackle the combat in the world itself. This makes it work along the same lines as games such as Shadowrun Returns and X-Com.
The game will be real-time as before while moving around then should you alert a nearby enemy or choose to attack an enemy the game will go into a turn based combat scenario.
My thinking so far is that during each turn the player and the enemy (or enemies) choose an action to perform. There will be a time limit to remain in-keeping with the real-time nature of the game but it will be sufficient enough so that you can decide what to do and act upon that. Once decided the outcome will be played out and then it's back to deciding what to do again. Rinse and repeat until either party is dead or the player manages to escape the combat area safely.
This image shows a brief glimpse at how a combat encounter may play out:
Scrapping a portion of the game and starting a fresh isn't a decision that I've taken lightly. I've made sure that if this is to happen it's certainly going to benefit the game-play but also that it will benefit the development process too. Thinking about it at great length I have come to the conclusion that it's the best direction to go for many reasons.
Hopefully that makes sense and sounds good to you all. I'm certainly quite excited to get started on the new system.