![]() The biggest might have been making combat smooth in online multiplayer, an issue that still is being worked on to this day. We have had many tricky times with this feature. Could you talk about one of your major design successes? On a technical level, what was the biggest challenge you faced when building your combat system? I'm also keen to hear what you did right. It gives the combat a nice dramatic curve rather than a linear experience. You might go into a fight playing it safe, but if it doesn't go your way you will most likely need to strike fast at a lower percentage to win. That dynamic really appealed to us and we believe it sets our combat apart from many other solutions. Since the system allows you to try your luck with a strike at, say, 10 percent, it makes it so that you actually have a chance to beat overpowering odds. ![]() I mentioned the role playing dimension, but it also offers some neat comeback opportunities. Working with chance and gambling is something that we liked for our combat system. ![]() Could you talk about how you designed and implemented that mechanic, and how you feel it builds tension? When in combat, players are able to choose when they attack to inflict huge damage. A young adventurer might strike fast, swarming with low probability strikes, while a methodical warrior might wait until they have a 80 percent chance. The timing part is especially intriguing to us - having various players express their character through how willing they are to play with the odds. The feature needs more love and polish, but it shows promise. To be honest, we are not fully there yet. Judging your opponents prowess, weighing the odds, and preparing are parts of that. We always liked the idea of the moment before combat being equally, if not more, important than the actual battle. Could you explain how you blended those three pillars into a cohesive whole, and what that means in real terms? Did it take much iteration to find the right balance? You've mentioned the system is designed around preparation, initiative, and timing. ![]() We looked a lot at Kurosawa for inspiration and built a style where choreography is key. Game Developer: Why did you shun a more conventional mechanics in favor of a system that asks players to take a measured approach to brawling? Jakob Tuchten: That's something I ask myself literally every day at work: why do we have to do things differently, instead of using time honored design and tropes? In all seriousness, we wanted combat to be quick and energetic with preparation being a core part. It's a novel system that leans heavily on risk and reward to ensure combat encounters are purposeful, weighty affairs. As creative director Jakob Tuchten tells us during an email Q&A, it's also a system that requires a bit more fine-tuning ahead of Book of Travels' official launch. The longer players wait to strike their opponent, the more accurate their blow will be - but while their chance of hitting their target will increase with each passing second, they'll also remain vulnerable to assault. In-game, wanderers can signal their intent to fight putting their hand on their sword, casting a red ring into the world in search of an opponent.Īfter selecting a worthy adversary, players will have the chance to prepare for battle by casting spells in the form of 'knots' and sipping any helpful teas they might have brewed. ![]() In those tense fight or flight moments, players must engage with a system designed around preparation, initiative, and timing to fend off their adversary and land a deciding blow. Although there's no PvP in the early access title, those traveling through Might & Delight's supernatural world will have the chance to brawl with (or perhaps flee from) all manner of bandits and beasts. ![]()
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