Acaratus is an episodic turn based, tactical RPG for PC set in a medieval steampunk world.

Report RSS Unit Creation part01

Here comes a small update on how we are planning on doing the character creation menu! note that this is still early in development.

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Here comes a small update on how we are planning on doing the character creation menu! note that this is still early in development.

Below you can see the stats and skills on a sword that it will give us on equip.


Here you get to create a set of units that you will pick from when you enter a battle, each unit can have up to 7 equippable slots depending on what cube (core) that you started with.

Considering the type of game we are making the unit creation system is quite complex but our plan is to greatly reduce the number of available actions each round down to only the skills of each unit and the commander cards* which are limited in quantity.This should force fewer but more strategical moves instead of having a dozen of available actions to perform with each unit during each turn.

* Commander cards can be actions such as giving extra cover, heal and going into stances, but also much more complex maneuvers.

To make battle faced paced we also implemented a limit to how many actions you can execute per turn, so that you cannot necessarily perform an action with all units during a turn.

Stats will have a big role when designing your units since they can affect your whole unit in dramatic ways, for example each stat can be adjusted in the following ways.

  • local increased by a percentage (per item & skill)
  • global increased by a percentage (affects all items & skills)
  • global more multiplier (affects all items & skills)

So for example an item can have something like

  • 10% increased armor

This will then increase the flat armor amount from all attached items by 10%, other than the plain generic stats like life, armor & weight you can get items which grants your skill or even the whole unit additional projectiles & strikes as well.


Seeing what effect your items will have on your unit is really important, so while equipping your unit you will always be able to tell how it will perform in battle.

The image above displays the final stats with the current item set for the skill we hover over, in this case the Blade Thrust skill.


To reduce the number of active skills when similar items & skills were added they will instead stack together forming a stronger and cheaper skill to cast.
This is still very early in development and a lot of additional development will go into the systems described here, but technically it is almost fully functioning even though a lot of graphics and interface still is missing.
Thanks for checking out Acaratus! We would be really happy if you followed our progress here on indieDB.

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RedeemerEngaged
RedeemerEngaged - - 676 comments

Looks good and organized. Not so messy.

"To make battle faced paced we also implemented a limit to how many actions you can execute per turn, so that you cannot necessarily perform an action with all units during a turn."

, not a bad idea, however if you do that definitely add somekind of easy noticeable bar (maybe yellow?) that shows how many actions you still got left. In other words, it should be very obvious how many moves/action you got left otherwise this could totally screw up your battle plan ;).

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emptyslot Author
emptyslot - - 33 comments

HI! no worries we have that planned for the in-game HUD all icons will either be active or inactive depending on if you have enough action points for either walk or action. those action points are a pool that will be refilled every turn

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RedeemerEngaged
RedeemerEngaged - - 676 comments

sounds good

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