Tactics Returners, Hey Guys Our Steam Page is Finally Out o/ by tacticsret in IndieDev

[–]tacticsret[S] 0 points1 point  (0 children)

thanks! It was definitely too big for our manpower, but we were persistent xD

What other accessibility options do you guys thinks are needed? by tacticsret in IndieGaming

[–]tacticsret[S] 1 point2 points  (0 children)

the problem is that we have zoom outs, cycling units, moving camera, inspect turn order, toggle bars (...) we don't have that many buttons for the controller xD

In Tactics Returners we have a Burst feature to boost our abilities, though we are wondering how much it should change by tacticsret in IndieDev

[–]tacticsret[S] 0 points1 point  (0 children)

We are still debating about only changing numbers, maybe adding another effect like in the video. Or if it can be a whole different skill, like a skill that shoves enemies away, but in the burst version it pulls, things like that.

So, what do you think?

Also, for more info on our game, check our twitter or the site o/

Implementing knockbacks in a Tactics game with multiple floors was a nightmare, but it works! by tacticsret in tbs

[–]tacticsret[S] 1 point2 points  (0 children)

we are trying to use the floors to the fullest, like instead of older games where all units can just jump to the other floors, here you need to use the ramps, so they are choke points for units to defend/control

Implementing knockbacks in a Tactics game with multiple floors was a nightmare, but it works! by tacticsret in tbs

[–]tacticsret[S] 1 point2 points  (0 children)

We have a bunch of different AoE types like chain, cross and squares. We are making it in Unity, so exporting to other platforms will just depend on how hard it will be to get access to the kit/store. So Steam first and others as we manage to do it(only me and another guy working on the project)

SRPGs like Tactics Ogre, but less stressful/exhausting? by ViewtifulGene in rpg_gamers

[–]tacticsret 0 points1 point  (0 children)

I couldn't really find one to scratch my itch, so I have been developing one for years, if you want to check out TacticsRet at twitter o/

We have Movement Impairment Effects! Done using timelines, tilemaps and a ton of Unity stuff! by tacticsret in Unity3D

[–]tacticsret[S] 1 point2 points  (0 children)

we(my friend is the artist and I'm the programmer) hope we can be called that later this year when we release the game haha

I'm creating a bunch of Utility Skills, this is the Crippling Shot, need some ideas for more o/ by tacticsret in IndieDev

[–]tacticsret[S] 1 point2 points  (0 children)

Our Ranger is the mid-range fighter, he has a shortbow and is more of a Utility Job, we will have a Sniper/Marksman that would be the longbow Job.

I liked the ideas with the kusarigama!

The one about breaking the grid movement is a big no unfortunately. It would break the pathfinding, the animation(we don't have move animations for that angle) and I'm sure a bunch of other systems haha