One of the things I wanted to have implemented in the combat alpha is thrown items and explosives. This is now done. Now all that remains to get the combat alpha ready is saving/loading teams and a bunch of obvious minor flaws that need fixing. Getting people to test something when I still have self-evident kinks to iron out makes no sense. This isn't a very long list, but I'm not sure if I can get through it before the end of the year. Still hopeful to make that deadline, but December is a pretty busy month so I might have to move it up a bit. We'll see.
Anyway, grenades!
The way these work in The Jovian System is not like you're used to.
First, you click on an item in the utility bar and a context menu will pop up. In the case of a grenade, this is the throw menu.
Then, you can select the force by which you throw the item, which is limited by the physicality stat and perks related to throwing. You can also set a timer, where it can explode immediately at the end of the turn, or wait for x turns to explode.
You can throw it in a certain direction, or you can directly throw it at an enemy. The latter does the same thing under the hood, but takes away guesswork from the player if all you want to do is simply lug a grenade at an enemy.
Thumbnailed following images to prevent page hog.
When you throw a grenade, it spawns an object in the direction of the throw. It immediately moves by the amount of force applied in the direction of the throw and carries this momentum.
This was thrown feebly with 3 force, so it moves by 3 tiles each turn. Here, the character has walked past his own grenade in the next turn. This is turn 3 as you can see in the left between the 'end turn' and 'next character' buttons.
The timer has reached zero at the end of turn 4. BOOM!
Anyway, grenades!
The way these work in The Jovian System is not like you're used to.
First, you click on an item in the utility bar and a context menu will pop up. In the case of a grenade, this is the throw menu.
Then, you can select the force by which you throw the item, which is limited by the physicality stat and perks related to throwing. You can also set a timer, where it can explode immediately at the end of the turn, or wait for x turns to explode.
You can throw it in a certain direction, or you can directly throw it at an enemy. The latter does the same thing under the hood, but takes away guesswork from the player if all you want to do is simply lug a grenade at an enemy.
Thumbnailed following images to prevent page hog.
When you throw a grenade, it spawns an object in the direction of the throw. It immediately moves by the amount of force applied in the direction of the throw and carries this momentum.
This was thrown feebly with 3 force, so it moves by 3 tiles each turn. Here, the character has walked past his own grenade in the next turn. This is turn 3 as you can see in the left between the 'end turn' and 'next character' buttons.
The timer has reached zero at the end of turn 4. BOOM!
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