Prototype Combat Part 1 - Overview
5/31/2011 01:29:00 AM | By Rene - 0 comments

When we decided to do a complete style makeover for Bijoux Red, we also decided to redo the entire game from the ground up. The programming and the combat style for Bijoux Red's ARC Combat System have been completely redone to maintain the same spirit of fast-paced menu-based combat while being more intuitive and user-friendly.

What we're working on at the moment is a stand-alone Prototype Combat program that we'll be using for testing and tweaking while we build the world map, world menus and mission portions of the main game.

Below is a brief overview of some combat basics as they're being developed.



Units engaged in combat do battle in the Combat Screen. Units initiate combat from the main map by interacting with adjacent units, similar to other tactical RPGs.




When units are ready to act, the Command Menu will appear. Players will be able to select from an assortment of attacks and abilities equipped to that unit for use in combat.




Executing attacks successfully will inflict damage to enemies.




Players will sometimes be prompted to React to their opponent's attacks. Reacting successfully could help mitigate damage, or to avoid harm entirely.




As units grow, earning greater attributes and combat abilities, more combat options will become available to the player. Techniques, Defense Breaking, Chain Attacks and more will encourage players to take advantage of the variety of units in their army, creating a strong and versatile team.



The main focus of the new game design has been centered around ease of use. Bijoux Red's ARC Combat System is meant to be a versatile combat system that will give the player a large number of choices in battle. What we've learned that this means however is that players will become easily overwhelmed by the breadth of their options. By keeping actions contextual and giving the player more room to think, the streamlined Prototype Combat program is quickly growing into the type of combat system that we'd originally envisioned.

For every day this week, there will be a post on Prototype Combat - which will give us a chance to explore our progress, and to reflect on our current work.

Anybody interested in seeing what the original ARC Combat Prototype was like can find it here. The demo is still available online. Because it's so different from the direction we're headed in now, I'm not sure whether or not to remove it from the site entirely.

Rene Shible
Director - Bijoux Red

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Sounds of King City Part 4 - White Wolves
5/20/2011 03:24:00 PM | By Rene - 0 comments


The White Wolf, Nikolai White


A recurring villain, Nikolai White, begins the story as a high-ranking member of the Lost Dogs. Over the course of the story, however, he will become a figure who is known for his manipulative and scheming designs.

The player will have many chances to encounter this sneaky foe as the landscape of the King City conflict changes with the tides of war. 'White Wolves', Nikolai White's theme music, is meant to carry the same air of deceit and danger that Nikolai White will be known for.



Click here to listen to Nikolai White's theme, 'White Wolves'.



Rene Shible
Director, Bijoux Red

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Sprite Works Part 4 - Freegrove Wildlife
5/16/2011 03:13:00 AM | By Rene - 0 comments

The harsh environment and the blazing sun aren't the only things to worry about in Freegrove. Along with other dangers, the feral inhabitants of Freegrove will keep Ander on his toes as he makes his way through the barren landscape.


Feral Dogs are the most common danger in Freegrove.


Although cowardly on their own, their attacks become more brazen in groups.


Scavengers and carrion seekers, Crows gather around the sites of old battles


Crows will viciously defend their prey if necessary


Rene Shible
Director - Bijoux Red
Sounds of King City Part 3 - Freegrove Theme
5/09/2011 05:26:00 PM | By Rene - 0 comments

Over the course of the game, players will explore a large urban landscape that includes scenes such as an abandoned subway system, a congested chinatown street and more. Despite the modern theme however, the player will also be exploring locations such as seaside caves, a thick dark forest and a dry hot field of tall grass and dead trees.

That last description applies to the first area players will explore in Bijoux Red; the vast and merciless expanse of Freegrove.




Click here to listen to 'A Secret, The Searing Wind, Tall Grass', the theme of Freegrove.



Rene Shible
Director - Bijoux Red

Previous Post
New Look, New Location, New Everything!
Demo Video - Basic and Advanced Features
Demo Video - Combat Overview
Sounds of King City Part 5 - Prologue Soundtrack
Ander Concept Work Sketchbook
Prototype Combat - Progress and Polish
Prototype Combat Part 5 - Drive and Technique
Prototype Combat Part 4 - Charge and Double Charge
Prototype Combat Part 3 - Defense and Defense Break
Prototype Combat Part 2 - Unit Stats

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