Ein genauerer Blick auf die rundenbasierten Kämpfe in Sea of ​​Stars – PlayStation.Blog


Sabotage wurde mit einem klaren Ziel vor Augen gegründet; Wir präsentieren unsere eigenen „endgültigen Editionen“ der Spielgenres, mit denen wir aufgewachsen sind. Durch die Kombination von Retro-Ästhetik und modernem Design, we shoot for experiences that capture what we loved about games of old while leaving behind the elements we feel might hold them back today.


A closer look at the turn-based combat in Sea of Stars

For our very own turn-based RPG, we started with a few simple guidelines; Es würde nahtlose Übergänge von der Navigation zum Kampf geben, keine zufälligen Begegnungen, und kein Schleifen. Combat is obviously a big one, so let’s dive a bit deeper.

Actual turn-based

In Sea of Stars combat is purely turn-based without any time bars, avoiding pressure in order to let the player make decisions at their own pace instead. Each of the six playable characters come with a small kit of four spells/skills with differing damage types and patterns, which can be combined with other characters’ moves.

MP has a very low cap but regenerates when using normal attacks, creating a flow where using magic in a regular fight is expected, while the big heavy hitter spells have to be paced with some normal attacks when fighting a boss.

No random encounters means every fight is designed manually to offer a unique pattern of enemies that can be analyzed and optimized by the savvy Solstice Warrior, and other combat features come together into a dance between utility and damage.

Locks

Enemies that mount spells or special skills will display a bar with locks, each with an icon of a certain damage type. Breaking locks will weaken the upcoming move, while breaking all of them will cancel it altogether.

Each of the six playable characters can dish out damage efficiently in one or two of the types, further supported by their skill/spell kit which offers pattern variations (like AoE or multi-hit).

Timed hits

In order to make turn-based combat more engaging, pressing the action button in sync with the animations increases damage output while reducing incoming damage.

The outcome of virtually every combat action can be influenced by pressing the button at the right time(s), whether it’s bouncing a lunar projectile back and forth, blocking enemy attacks or fetching a better snack out of a backpack.

Combo moves

All combat actions build energy that eventually turn into combo points, which can be spent to perform dual attacks combining the patterns and damage types of both characters.

Combo points are the only cost (no MP) and they are lost when the battle ends, so there are no downsides to spending them!

Erhöhen

Normal attacks generate “live mana”, which can be absorbed by any playable character when they need an extra kick. Boosting can be stacked up to three times, each adding a portion of the character’s magic attack to their next action. It also comes in handy when a character’s unique magic damage type is needed but they are out of MP.

Hotswap without friction

While the battle party has a max of three characters on screen, you’ll be able to switch for any character from the back lane at will and at no cost, it doesn’t even spend a turn!

What else is Sea of Stars bringing to the table?

While that’s all the time we had for today, we wanted to leave you with a short list of some other key systems and considerations relating to the game’s vision:

  • Ungebundene Durchquerung: Schwimmen, steigen, Gewölbe, Springen Sie von Felsvorsprüngen oder heben Sie sie hoch, während Sie nahtlos durch die Welt reisen – mit einem Navigationssystem, das auf Plattformer-Expertise basiert und sich von der klassischen, an das Gitter gebundenen Kachelset-Bewegung löst.
  • Voll dynamische Beleuchtung: Unsere maßgeschneiderte Render-Pipeline ermöglicht die Schaffung einer atemberaubenden Welt, die zum Leben erweckt wird, indem sie die Grenzen von 2D-Pixel-Art-Spielen verschiebt.
  • Geschichtenreiches Abenteuer: Dutzende originelle Charaktere und Handlungsstränge nehmen Sie mit auf eine fesselnde Reise. Manchmal episch, manchmal albern, und manchmal emotional, Sea of ​​Stars erfüllt seine RPG-Pflicht und erforscht klassische Themen wie Abenteuer und Freundschaft, und ist gleichzeitig voller unerwarteter Wendungen und Ereignisse, die man von einer Sabotage-Produktion erwarten würde.
  • Eine Welt zum Anfassen: There are many ways to hang out in the world of Sea of Stars if you feel the need for a change of pace in your adventures. Segeln, Kochen, Fischerei, stopping by a tavern to listen to a song or play the infamous tabletop game known as “Wheels”…

Sea of Stars will be available on PS4 and PS5 next year. Stay tuned!