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Steam News14 September 20241y ago

Devlog 2: Combat Experiments

Hello everyone! It’s been another productive week, and we’re back with our weekly devlog update. This week, we’ve been experimenting with potions in the combat system.

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Hello everyone! It’s been another productive week, and we’re back with our weekly devlog update. This week, we’ve been experimenting with potions in the combat system. Early on, we actually had an idea where potions would play a significant role in the combat loop, as you can see in the concept art below.

What changed

0 fixes2 additions3 changes0 removals
  • UI and audio
  • Gameplay
  • Store
changedIn the early concept of RangBi, you can see various items intended for use during combat in the bottom right corner of the screen. At that time, the interface was closer to something like Darkest Dungeon, and we originally planned a grid-based combat system. However, those features were eventually scrapped as the game evolved.
changedWe initially dropped the inventory and potion system due to UI limitations. But now that we have more experience—and a dedicated UI designer—we feel ready to tackle this challenge once again.
addedHere’s what we've added:
changedSquad-shared inventory : This can store various items, along with a hotbar for easier access during combat.
addedMeanwhile, we’re also exploring another potential feature: changing the combat system to resemble a traditional autobattler. This would introduce a new safe zone where players can strategically deploy their characters, adding more flexibility to the starting phase of each battle. The stealth mechanics would be limited to areas outside the safe zone, which would significantly alter how players approach combat.

In the early concept of RangBi, you can see various items intended for use during combat in the bottom right corner of the screen. At that time, the interface was closer to something like Darkest Dungeon, and we originally planned a grid-based combat system. However, those features were eventually scrapped as the game evolved.

We initially dropped the inventory and potion system due to UI limitations. But now that we have more experience—and a dedicated UI designer—we feel ready to tackle this challenge once again.

Here’s what we've added:

Squad-shared inventory: This can store various items, along with a hotbar for easier access during combat.

Potions: These offer a variety of buffs when used before battle. There’s even an invisibility potion that lets you hide from enemies!

Targeting system for potions: You can strategically use potions to affect specific targets.

We’ve captured this process in the video below. It’s still a bit rough, and we’re not sure if the feature will make it into the final game.

Meanwhile, we’re also exploring another potential feature: changing the combat system to resemble a traditional autobattler. This would introduce a new safe zone where players can strategically deploy their characters, adding more flexibility to the starting phase of each battle. The stealth mechanics would be limited to areas outside the safe zone, which would significantly alter how players approach combat.

Keep in mind, both of these features are experimental and may change in the coming weeks.

That’s all for this week’s update. As always, we welcome your feedback, good or bad. Feel free to reach out to us on Discord or via email.

Thanks for your continued support, and we’ll see you next week for more RangBi news!

Source

Steam News / 14 September 2024

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