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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Jun 01, 2009 9:09 am Post subject: Phantom Tactics: Demo available now! |
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What's Moogle working on lately? The name of the game is Phantom Tactics (for now, at least), and it's a hybrid of Fire Emblem, Tactics Ogre, and Final Fantasy Tactics, with a battle system that's completely distinct from any of those games.
To engage an enemy in combat, all you need to do is move to an adjacent tile. Battle tiles are shown in red, while allied units within the blue movement range are marked in green.
However, be careful when and where you pick a fight! All allies adjacent to both units will also participate in the battle as support units.
That's my Pirate, tearing Phillip the Bandit a new one. Phillip initiated a battle with Prince Janus, but he didn't count on Janus's allies.
Most units deal half damage when they're just supporting, but some classes can still deal full damage. Bowmen like the ones standing behind Janus and Phillip in that battle shot are one such class. They're really nice to have around, but don't leave them exposed to enemy attacks: they also drop like flies.
There are three basic classes: Bowman, Bandit, and Fencer. When your units become proficient in these classes, they'll be able to advance to other classes. The Pirate is an advanced class. You'll get a single Pirate on your team in the demo.
Every class has a special ability. For example, the Bowman never misses in combat. What does our man the Pirate do, you ask?
He walks on water. Aww yeah.
Remember, though, that a lone unit is easily defeated by a well-supported enemy. So while cutting across the water can provide good opportunities for ambushes, it's more often useful in situations where you want to squeeze in an extra support unit.
Here, Janus gets support from the Pirate. Pirates have good defense, but if your Pirate is low on HP, it may be wise to stick him in the water, where he'll be safe (usually).
Ah, and here's where the pirate really shines. Chokepoints like bridges severely reduce the number of support units you can squeeze in. Having a Pirate on your team means having one more support unit than your enemy.
To wrap up the teaser, here's a video showing you the first minutes of the demo:
Phantom Tactics: Playable demo available in the June edition of Hamsterspeak! _________________
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Jun 02, 2009 1:22 pm Post subject: |
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Big important notice: If you have had problems getting Phantom Tactics to run correctly, you should download the latest nightly. I carelessly forgot to include an executable and I suspect that the game is not compatible with the Xocolatl+2 release.
Then again, no one has commented on the demo either way. _________________
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ShakeyAir
Joined: 27 Apr 2004 Posts: 93
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Posted: Tue Jun 02, 2009 2:30 pm Post subject: |
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Bah. I wrote a longer thing that got eaten by CP somehow. Anyway...
Its pretty flippin sweet. I wanted a way to check character abilities during battle, something quick and unintrusive. I think 'move' should say 'attack' when you are on an attack tile.
I was amazed by the smoothness. And the tactical possibilities in the battle system seem like they will lend themselves well even to a very long game. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Jun 02, 2009 2:33 pm Post subject: |
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Thanks for your feedback!
ShakeyAir wrote: | I wanted a way to check character abilities during battle, something quick and unintrusive. |
It's planned (probably it will be mapped to Shift or something), but I didn't implement it in time for the demo. For the time being, there's always the manual.
Quote: | I think 'move' should say 'attack' when you are on an attack tile. |
That's a good idea. I'll make a note of that.
Quote: | I was amazed by the smoothness. And the tactical possibilities in the battle system seem like they will lend themselves well even to a very long game. |
Here's hoping! _________________
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Tue Jun 02, 2009 3:45 pm Post subject: |
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I like the mechanics. Gives a really good feeling for strategy .
why can the blue guy walk on water? |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Tue Jun 02, 2009 4:12 pm Post subject: |
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Spoon Weaver wrote: | why can the blue guy walk on water? |
The answer to this is in the first post and also the manual.
He's a pirate. _________________
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Wed Jun 03, 2009 1:45 am Post subject: |
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Moogle1 wrote: | Spoon Weaver wrote: | why can the blue guy walk on water? |
The answer to this is in the first post and also the manual.
He's a pirate. |
I read both before posting.
I think you missed the point of my question.
You know.... pirates aren't Jesus.
Though, I will give in to the fact that the pirate unit gives you many strategics advantages, and perhaps my question about the realism of your video game is kind of dumb. |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Wed Jun 03, 2009 3:51 am Post subject: |
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They're "Swimming".
I guess I could also give them a swim animation to have it make a little more sense (Looking back, their walk animation is also pretty clunky). |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Wed Jun 03, 2009 4:45 am Post subject: |
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Quote: | I read both before posting.
I think you missed the point of my question.
You know.... pirates aren't Jesus. | New to Fire Emblem, I see...
Quote: | Though, I will give in to the fact that the pirate unit gives you many strategics advantages | Waterwalk is actually pretty map dependent and a lot of times situational due to the nature of water geography. This level is pretty much built around it. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Wed Jun 03, 2009 8:38 am Post subject: |
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Newbie_Power wrote: | Waterwalk is actually pretty map dependent and a lot of times situational due to the nature of water geography. | This is true, which is why I am planning to include water in as many maps as possible. Even when the terrain isn't ideal for a Pirate, he's still an above-average unit statwise.
Quote: | This level is pretty much built around it. | I see what you're getting at here, but the truth is that I designed the map before I decided on any of the class abilities. Anytime a map has bridges, that makes it a good map for waterwalking.
(edit) Come to think of it, you never said what you thought of the demo. I'm sure you've played it by now... _________________
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