Focus on the Real-Time with Pause!
[h2]Hi fellow assassins![/h2]
We wanted to share with you some information about a core feature of our game, the real-time with pause combat system!


[h3]Why did you choose to integrate the RTWP in BPA?[/h3]
The vision that we had at the beginning of the project was a mixture of genres including tactical rpg in real-time. The impact of real-time on the fights is dangerous, and you have to be careful not to fall into hack-slash, which can happen if the player doesn't use the tactical pause and how he manages this pause as well as the real-time phases.

[h3]What problems did the RTWP bring?[/h3]
Two issues came up, one of which is still ongoing
The first one: At the very beginning of the project, we had a time slowdown instead of a complete pause, but the rendering didn't suit us, and the player spent more time in the slowdown. He was reacting, instead of being a strategist and programming his actions.
The second one, which is still relevant, we worked a lot on it, and there is still work to do. It's to put forward the tactical break, so the player must use it.
We put access to spells during the tactical break, queueing, information like moves/stats etc.
And also visually, we must see in tactical break, it passes on the interface, the visual, the sounds...


[h3]What techniques have you implemented to make the RTWP not too messy?[/h3]
In the interface, there are some elements that appear in real-time and others that disappear in tactical pause. We had to make a choice on some interface elements. There is a great work of reflection, of test on what works / not works.
The fact that we are also in real-time adds a lot of constraints on that.

Paying attention to the game mechanics, some have been changed/removed for readability.

We hope you've enjoyed this news about the real-time with pause system in Blade Prince Academy! Let us know if you'd like to see more! Thank you so much!
- The Blade Prince Academy Team -
We wanted to share with you some information about a core feature of our game, the real-time with pause combat system!


[h3]Why did you choose to integrate the RTWP in BPA?[/h3]
The vision that we had at the beginning of the project was a mixture of genres including tactical rpg in real-time. The impact of real-time on the fights is dangerous, and you have to be careful not to fall into hack-slash, which can happen if the player doesn't use the tactical pause and how he manages this pause as well as the real-time phases.

[h3]What problems did the RTWP bring?[/h3]
Two issues came up, one of which is still ongoing
The first one: At the very beginning of the project, we had a time slowdown instead of a complete pause, but the rendering didn't suit us, and the player spent more time in the slowdown. He was reacting, instead of being a strategist and programming his actions.
The second one, which is still relevant, we worked a lot on it, and there is still work to do. It's to put forward the tactical break, so the player must use it.
We put access to spells during the tactical break, queueing, information like moves/stats etc.
And also visually, we must see in tactical break, it passes on the interface, the visual, the sounds...


[h3]What techniques have you implemented to make the RTWP not too messy?[/h3]
In the interface, there are some elements that appear in real-time and others that disappear in tactical pause. We had to make a choice on some interface elements. There is a great work of reflection, of test on what works / not works.
The fact that we are also in real-time adds a lot of constraints on that.

Paying attention to the game mechanics, some have been changed/removed for readability.

We hope you've enjoyed this news about the real-time with pause system in Blade Prince Academy! Let us know if you'd like to see more! Thank you so much!
- The Blade Prince Academy Team -