Deep dive into the combat system of Timbertales

Deep dive into the combat system of Timbertales

Good morning,

at the moment I try to release a patch every week for Timbertales. I realised that most of my changes in the last three weeks are only kind of cosmetic changes and fixing issues I had to address years ago. This week I want to try to dig a little bit deeper and focus more on the core gameplay. One big change which will hit on Friday: You are now able to move your units through friendly units. It sounds like a small change, but there was a lot of code involved and I can tell you it changes the feel of the game quite a lot.

This brings me to the next topic. I always had the feeling that most of the players are not able to completely get all combat features, because they are very hidden and if you are not involved into the development process of the game you most likely don’t even know how most the systems work. This results in two major problems. First most people think Timbertales is a casual game for kids. Second the core gameplay feels very flat and unrewarding.

Combat systems

Surroundings: If you surround enemies with your units you get a higher critical strike chance. With a simple surround you gain 25% more critical strike, with a full surround you will receive a bonus of 50%!

Flanking
Full surround

Unit / Attack Types: Every unit in Timbertales has a different attack type and unit type. The combination of both types determine the damage a unit will take or deal. For example a concussive weapon type deals “0.25 * damage” vs large unit types, while vs small unit types it deals the full damage. This makes it very important to choose the right units to attack specific unit types of the enemy. I think this system is pretty unknown to everyone and this is one reason why it feels so flat.

Combo System: And last but not least we have the combo system. Every unit in Timbertales represents a special element. There are earth, poison, shadow and nature. While shadow is an opener, earth is a finisher and poison / nature can be used to expand the combo. In an ideal scenario you what like to attack first with a shadow unit than a nature and finish off with earth. This would increase your damage in addition to the system I have written before. A two combo chain deals 1.2 * damage while a complete three hit combo deals 1.5 * damage.

The badger in the top left is poisoned and can be combo chained with earth or nature.

Actually you can find all this informations I have written about in the help dialog, but I think most of you haven’t checked it out yet. This is why I want to make changes here in future.

You can find all these informations in the help dialog

What are the plans to make the combat more engaging?

As you can see the combat systems of Timbertales are quite complex, but horrible visible for the players. This is why I would like to change some things in the future.

Surroundings: I think this one is quite easy. I need to make it better visible for the player. I plan to give surrounded units a small symbol which states that it receives more critical strikes because of the disadvantage of being surrounded. This offers the possibility that a player will take use of surrounding when he accidentally see it for the first time.

Unit / Attack types: This one is quite hard to make it better visible for the players, but I think I could add short sentences to the combat texts to state their effectiveness. For example if you attack a large unit with concussive weapon the combat text could look like “- 5 (uneffective)”. This would be my first thought on this topic.

Combo system: I am not very happy with the combo system at all. I think it is too hard to understand and don’t provide a rewarding feeling right now. Instead I think about removing the combo system and give a fraction a unique system. My ideas at the moment: The Sylvan units injure enemies and the wounds would stack up to three stages. Something like: small wound, gaping wound, devastating wound. Based on the wound type the unit would receive extra damage and special abilities provide bonus effects. The Vermin on the other hand would injure enemies with poison.

In the end I think there is the need of changes to the core gameplay to make the game more interesting. Unfortunately I always realise that the cool / big changes take a lot of time. I will do my best to make the best changes possible!

I am looking forward to your comments 🙂

Deep dive into the combat system of Timbertales

Timbertales my first LibGDX game – Getting back to development!

Hey everyone,

in the last blog post I told you a bit about going back to old projects or start something new. I decided to go back to an old project. Since my budget is running super low and I can’t survive as indie game developer much longer – I had to make decisions and one of those were: Bringing Timbertales to the quality it deserves!

Added drop shadows and new idle animations

The quality of Timbertales

Timbertales was my first game project and I invested a lot into that game. It is based on a very complex server infrastructure and all the code is written with the libGDX framework. That means I haven’t used any game engine and had to write massive amounts of code. This makes the maintainability even harder and I wish it was achieved with Godot nowadays 🙂

Nevertheless the code isn’t bad at all it just takes so much more time to patch and change things if you have to do it all by code instead of an easy GUI editor. Timbertales were released in a no where near perfect state back in 2017. I had to rush myself because of the lack of money. The start wasn’t very successful and so I didn’t put much more effort in a project which took me more than a year of development time.

New water and shader for it

What has been changed so far?

I started last week to get back the project of course I had to get back into the code and understand things I have written years before, but it was kind of easy to pick up. As first step I started to improve some visual stuff and released a patch on last Friday you can find the complete patch log here: https://steamcommunity.com/gid/103582791459405092/announcements/detail/1717498690224730223

It is overwhelming how much I learned in the time and so I come up with a lot of changes and very different view than two years ago. My plan is to improve the visuals to make the game more appealing to a possible audience. Afterwards I would like to improve the store page on Steam and put up some new graphic assets like screenshots and trailer to push the sales. My goal is to get more community feedback and release a patch very week. That said tomorrow will hit another patch. Timbertales is also on sale at the moment, if you are interested in the game.

What are the next changes?

This week I also focused on tweaking, fixing bugs and improve the visual quality in general, but there were also a lot of thinking ongoing in which direction the development will move. There will be big game play changes upcoming. I also want to improve the balancing and add another story campaign, but first of all there is small little problem with the budget.