Post news Report RSS Kurofune DevLog #8 - Simulations

Applying the K.I.S.S. metod to our events, Keep It Simple (and) Short.

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This week in "Kurofune: Descobrimos Portugueses", we are explaining how our new events work, simplifying the player experience and game design.

Hello everyone, welcome to another weekly DevLog from 3PAStudios, where we explain our thought process bit by bit on how our game is being made and give a piece of our mind on this journey of game developing. If you have any questions or tips to give us be sure to post a comment or talk to us in our social medias at twitter and instagram.

Simulations

Our previous combat encounters where the player could control the actions of the player/ship were all changed to a new format of simulated battles. This will improve the game in various ways, and although we lost an element of the game that was dear to our hearts (being that element the action combat element), we feel that this change can enhance the immersion of the player and unify the game as a whole.

We still give the possibility to the player of controlling some aspects of the events, but we don't expect the player to always act upon it. This will be either in the form of the player controlling the boat or handpicking the crew they want to send to battle.

Ship Combat

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The player in these events can either skip the simulated combat and get the results straight away, watch the combat with multiple time settings, or control the boat. It's up to the player to chose how they want to experience these encounters.

Crew Combat

The crew combat consists of a initial menu for the player to handpick the amount of crew they want to send out while showing both the status of the crew and target. This combat is run by the AI implemented but the player can interact as the captain in the combat or just simulate the combat by having the crew fight for him.

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Conclusion:

In this type of games such as an extensive resource manager, simulated battles might be the most common way to make encounters because of how easy it is for developing and for the player to understand. It has become a stable of strategy games, making most of the setting completely immersive.

Join us next week's DevLog as we are approaching the end of development and are close to releasing our game.

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