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A tartalmat a The Clockwork Game Design Podcast biztosítja. Az összes podcast-tartalmat, beleértve az epizódokat, grafikákat és podcast-leírásokat, közvetlenül a The Clockwork Game Design Podcast vagy a podcast platform partnere tölti fel és biztosítja. Ha úgy gondolja, hogy valaki az Ön engedélye nélkül használja fel a szerzői joggal védett művét, kövesse az itt leírt folyamatot https://hu.player.fm/legal.
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Bannet Bulletin Ep. 3 – Introducing the Impulse Combat System (and more)

 
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A tartalmat a The Clockwork Game Design Podcast biztosítja. Az összes podcast-tartalmat, beleértve az epizódokat, grafikákat és podcast-leírásokat, közvetlenül a The Clockwork Game Design Podcast vagy a podcast platform partnere tölti fel és biztosítja. Ha úgy gondolja, hogy valaki az Ön engedélye nélkül használja fel a szerzői joggal védett művét, kövesse az itt leírt folyamatot https://hu.player.fm/legal.

Above is an early screenshot of our combat system in the prototype for Through Broken Land, which is coming along smoothly. The incredible UI art was just freshly finished by our artist, Wizbane, and oh my god I love it!

Anyway, today I’m talking about our Impulse System, which is the core of the FF13-inspired combat system in Through Broken Land. Talking about why it is the way it is, how it works, and some stuff about action economy in RPGs.

I also talk a bunch about a game I’m playing (and loving) right now: Bravely Default, for 3DS. It’s like Final Fantasy V with Haste cast onto its jobs system. Specifically, I talk about random encounters, and the tendency to want to speed up or automate these battle systems and what that means.

Thanks for listening. If you think Through Broken Land is cool and you want to support its production, please visit www.patreon.com/keithburgun and sign up to become a patron! Catch you next time!

  continue reading

53 epizódok

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Fetch error

Hmmm there seems to be a problem fetching this series right now. Last successful fetch was on May 10, 2025 12:32 (5M ago)

What now? This series will be checked again in the next day. If you believe it should be working, please verify the publisher's feed link below is valid and includes actual episode links. You can contact support to request the feed be immediately fetched.

Manage episode 427956906 series 173082
A tartalmat a The Clockwork Game Design Podcast biztosítja. Az összes podcast-tartalmat, beleértve az epizódokat, grafikákat és podcast-leírásokat, közvetlenül a The Clockwork Game Design Podcast vagy a podcast platform partnere tölti fel és biztosítja. Ha úgy gondolja, hogy valaki az Ön engedélye nélkül használja fel a szerzői joggal védett művét, kövesse az itt leírt folyamatot https://hu.player.fm/legal.

Above is an early screenshot of our combat system in the prototype for Through Broken Land, which is coming along smoothly. The incredible UI art was just freshly finished by our artist, Wizbane, and oh my god I love it!

Anyway, today I’m talking about our Impulse System, which is the core of the FF13-inspired combat system in Through Broken Land. Talking about why it is the way it is, how it works, and some stuff about action economy in RPGs.

I also talk a bunch about a game I’m playing (and loving) right now: Bravely Default, for 3DS. It’s like Final Fantasy V with Haste cast onto its jobs system. Specifically, I talk about random encounters, and the tendency to want to speed up or automate these battle systems and what that means.

Thanks for listening. If you think Through Broken Land is cool and you want to support its production, please visit www.patreon.com/keithburgun and sign up to become a patron! Catch you next time!

  continue reading

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