Exploration gameplay in GuildKnights runs in a cycle of player and enemy turns. Each of the player’s GuildKnights has a fixed number of actions that they can take each round (usually two by default). Once all of the player’s characters have taken their turns, the map’s enemies take their turns and any updating environment effects (spreading fire, moving floors, etc.) will update. After this step is finished, control swings around to the player party again and starts the cycle anew.
The actions that a GuildKnight can take fall into one of three categories:
Any time the player moves one of their characters across the map. Each GuildKnight has a Speed stat that determines how many tiles they can move in a single action task manager app.
A GuildKnight’s active abilities. Learned through class advancement and increased weapon proficiency.
Context-sensitive actions that can be taken based on elements encountered while exploring (e.g. opening a door, examining a discovered trap, etc.).
Move and Technique actions generally cost a single action. Most Map actions can be performed for free, but some specific ones (like disarming traps) cost one action as well. The player is free to have their characters perform their actions in any order they like until all available actions have been taken.
The game’s basic gameplay setup creates some interesting challenges. Since each of your GuildKnights can move and act independently, they can be scattered across different sections of the map. We need a good way to enable the player to keep track of everyone and bounce between them as needed. Also, the fact that movement is turn-based stands to make the navigation of large areas somewhat tedious…
I’ve got a few ideas about how to handle these and once I’ve tried a few out and have found some success (or fallen flat on my face) I’ll report back with an update!