New game project: FIPTUBAT

About a year ago, I screwed up the boot loader on my computer, which put a crimp in my development work. While trying to fix that, I spent a lot of time watching Christoper Odd’s XCOM 2 playthroughs, and it eventually lead to a new game project. I’ve been working on this since May.

The idea I had was to try doing a turn-based tactics game (such as XCOM, Jagged Alliance or Silent Storm) from a first-person perspective, i.e. from the perspective of the units themselves. This has lead to a few interesting design implications around player units in particular:

  • Should player units be allowed to look around without costing action points?
  • How should aiming work? Should it be freeform like in a first-person shooter, or should the player choose from a list of existing targets?
  • Should player units be allowed to move at all without costing action points (e.g. stepping in/out of cover)?

It’s currently a WebGL prototype, available here. There’s no screenshots yet, but the general turn-based mechanism, combat and objectives are functional.

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