Frayed Knights 2 Development Update
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So I took these two ideas from our home dice & paper game, and early Magic: The Gathering, and probably a little bit from D&D miniatures and 4th edition, but I hit upon an approach to handling combat in Frayed Knights 2 (and most likely 3) that will improve upon the experience in the original. I thought I'd run it past you for additional feedback. So here we go.
The general play changes to this: The player takes a turn. The AI takes a turn. This continues until the end of a 'round' where round-by-round effects take place. For their turn, one side can play an available character in their group, and / or (in the player's case) choose a drama star effect, attempt to flee, or even pass. In fact, near the end of a 'round,' if one side has a lot more characters than the other, that side may get a few extra turns in a row, though at this point I'm not guaranteeing that every character will get a chance to act every turn. At the end of the round, certain effects (like durations) are updated, and the combat continues with a new round.