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Dusk Tactics

2D Isometric Turn Based Strategy RPG

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Development Log #007

Development Log #7 (Archived)

New Tile Info – June 5th 2013

Work is now beginning on the biggest part of the game, the combat system. Basic attacks will be added first followed by special abilities and the rest of the nuances involved with tactics battles. Newly added is support for Tiled maps using the .tmx map format. This allows for the construction of much bigger maps with an easier way to edit them. The first map made depicts a grassy field next to a large cliff with a waterfall and river flowing through it. There are two bridges to help cross the river. This map is extremely varied in height as it goes as low as 4 tiles and as high as 16 tiles.

You can also see the new Tile Info panel. It shows the tile image, the type of terrain, the movement cost, the x and y location1) , the attack modifier for the terrain, and the accuracy modifier for the terrain.

Movement Cost is a way of defining how far you can travel by using your Move stat. The majority of tiles have 1 movement cost, but there are some terrains that cause some difficulty to move through such as swamps, deep water, and tar.

Attack Modifier shows a value that represents a percent increase or decrease in attack damage. Currently this is planned to only effect a unit’s basic default attack and not abilities and spells. Green numbers mean an increase in damage while red means a decrease.

Accuracy Modifier is like the Attack Modifier but it affects accuracy. Currently this means the accuracy of nearly all attacks with some exclusions possible. Uses the same color model as above to show negative or positive changes.

Not yet implemented are two more important values. First is the movement type i.e. if it requires you to swim, float, fly, etc. Second is the elemental affinity of the terrain.

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