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Devlog #4: the resolve system

First of all many thanks for everyone who has already posted their feedback for the playtests! If you haven't playtested the first alpha yet, go to the game's Steam page - everyone's invited!

This devlog entry will be about the Resolve gameplay mechanics.

In first Shardpunk, characters had HPs and Stress Points. When the stress reached maximum, the character was panicking - meaning that the player would lose control over them for a couple of turns.

One of playable characters was able to gain some benefits (free Action Points) by increasing their Stress Points, making Stress an interesting combat resource. I wanted to reiterate on this idea in the sequel - and that's when Resolve appeared.

Every character has a number or Resolve Points (RPs) at their disposal. There are actions that cost RP - like the "Rush It!" action, available in the playtest.

("Rush it" action was present in the first Shardpunk, but it had a cooldown instead)



When character's RPs drop to zero and the player does nothing about it, a character will panic at the end of the turn:



There are multiple ways to restore RPs. For example, hunkering down:



Scoring critical hits (or multi-kills) can also restore RPs:



Resolve-based skills, combined with the possibility to restore RPs through various actions might be a nice alternative to cooldown-based skills. I'm having a blast with them, that's for sure. I'm not saying that skill cooldown must go away completely though - but a nice combination of both mechanics might work pretty nice.

And just imagine having an enemy that can clear/reduce your WPs in combat! A mass panic generator (or just an interrupter for your WP-based attacks)!

Take care everyone!