Hi
I'm doing a turnbased rouge-like dungeon crawler with a party of up to 6 heroes (similar to darkest dungeon). The player manages his party and in dungeons and during travels the party may run into groups of monsters, which starts combat.
Now:---------------
Heroes and enemies line up facing each other. A front row and a back row (for missile weapons and spells).
Heroes can swap places but there is no movement. You select targets for your attacks/abilities like in darkest dungeon or final fantasy.
This feels a little stiff to me...
Possible change:--------------
Im thinking to switch this system for a combat field of rectangular grids: upon starting combat a field will be generated with some obstacles. Heroes and enemies can move around in this field.
Offers more options when it comes to movement, weapon range, area damage/effects, blocking etc. But may also slow down combat as sometimes units must move to even have a target to interact with. Also demands some kind of "movement-AI" for the monsters.
I'll have simple static "portrait" images for the heroes/monsters in both systems. No animations.
What do you think would be the benefits and drawbacks of switching system?
Thanks
Erik