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Enemy
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Genre: Strategy, RPG
Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted:
Jul 9 @ 7:09am

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Recent Announcements View All (3)
Development Update: Items
Items

In previous playthrough videos, you may have noticed that characters tended to carry generic guns, bombs, and swords. That won't be the case from now on, as I've finished implementing a full stable of different melee, ranged, and explosive weapons, as well as a variety of consumables and ammo types. While better items become available as your squad progresses through the game, I've tried to ensure that at each level there are a variety of different weapons that have substantially different behaviors and that open up different strategies.





Above are two charts of melee weapons in the game. I've grouped weapons with similar properties together, and weapons toward the top of each image are more powerful than those below them. Melee attacks in Enemy knock their target backwards, and smashing through things does additional damage, so fights between melee characters involve knocking each other around the map.

The long blade weapons on the left are good all-around weapons that are quiet, with a medium knock-back and solid damage. The knife is fast with a small knock-back, which allows you to ratchet up a lot of hits in quick succession, while the enchanted sword does extra damage but drains your mental health with each use. To their right are a group of modern weapons, which are the only melee weapons that require ammunition. The chainsaw is a two-handed melee weapon that does a lot of health and mental damage, but it's quite loud, allowing enemies to hunt you down. The flame thrower creates three tiles of fire, which makes it very effective for blocking off passageways and exits, while the shotgun does high damage and can be fired from a small distance, but is louder than even the loudest guns. Finally, the plasma sword has the highest damage of any melee weapon, but is unusable without battery power.

The baton, club, and axe all do stun damage to their targets, reducing their time with each hit. The baseball bat, hammer, and giant hammer do extra damage and have a higher knock-back than all the other melee weapons, but drain endurance with each swing.

Shields, which provide extra defense against attacks coming from the front, are on the far right. The wood, iron, and tower shield all have solid defense and no drawbacks. The riot shield, on the other hand, allows higher damage absorption but drains endurance with each hit. The mirror shield is slightly weaker but reflects projectiles back at their sources, and the plasma shield is stronger but requires battery power to be effective. Any one-handed weapons in Enemy can be dual-wielded, and if they are the same type (two slashing melee weapons, for example) then you can attack with both weapons simultaneously. Shields are very strong, but you can have a large damage output if you are willing to risk not using them.



Bombs are by far the highest-damage items in the game, but are almost all extremely loud, alerting even fairly distant enemies to your location, and they need to be conserved more carefully than ammo for ranged weapons. On the far left of the image are quiet, utility items that disable your opponents but don't directly damage them. The smoke grenade fills up a region with smoke that blocks vision; the tear gas canister does the same, but passing through the smoke blinds characters for a turn and does mental damage. Flashbangs blind any opponents who see them go off. The Molotov cocktail and fire bomb both create large regions of fire, with the fire bomb requiring both hands but also being a stronger weapon. The grenade, plasma grenade, and standard bomb do direct damage, and the missile launcher does a little less but can fire four times in a row before needing a reload. The time bomb does high damage but only after a certain amount of turns, and the land mine is similar but detonates when someone steps on it. The pitchforks allow characters to sacrifice mental health to create blasts of fire, fear, and explosive damage.





I've discussed ranged weapons some in the previous update, so I won't go into quite as much detail here. Pistols and rifles do more damage than bows and crossbows, but also make noise when fired. On the other hand, bows and rifles are more powerful than pistols and crossbows, but require both hands. Cannons do a lots of damage but are too slow to use during interrupts and knock you backwards each time you fire, while staffs drain mental health to fire projectiles with unique properties.



Here is the current selection of consumables you can find in the game. The medkit and potion of healing restore health, pills restore mental health, and food restores endurance. The bottle of water douses you if you are on fire and the teleporter serves as a panic button that warps you to a random location (but breaks after one use). The remaining consumables grant you a special ability for one turn: beer makes you immune to mental damage, reflex serum grants additional time, the potion of iron will makes you un-interruptable, the potion of invisibility stops enemies from seeing you, and mushrooms make you immune to damage.



Just for completeness, the above is the ammo chart. The 9mm clip is used in the pistol and rifle, the 5.56x45mm clip is used in the machine gun and smg, the .357 caliber bullet is used in the revolver and sniper rifle, and batteries are used for the blaster pistol, blaster rifle, plasma sword, and plasma shield. As you may guess, cannonballs are for the cannons, shotgun shells are for the shotgun, and missiles are for the missile launcher, while arrows are for the bows, bolts for the crossbows, and fuel is for the chainsaw and flamethrower.

This month's video is a demonstration of how the new items work:

https://www.youtube.com/watch?v=Z4YCntKMB-Q

That's all for this update! Thanks for reading.

Tom Johnson

Development Update: Game Mechanics and Town Attacks
Design

The main development focus this month was adding a lot of new items. Better items become available to your characters as they progress through the game, but I've tried to ensure that higher-tier weapons aren't simply +1 versions of low-tier ones. Additionally, at each level there are choices to be made between a variety of weapons that are equally powerful but have different tactical uses. For example, among ranged weapons, pistols and crossbows aren't as accurate as rifles and bows, but allow you to to equip another item, such as a shield or bomb, in your off-hand. Bows and crossbows aren't quite as powerful as pistols and rifles, but can be used without nearby enemies hearing you (it's often a good idea to relocate if you are making a lot of noise and suspect there are enemies around). Another class of ranged weapon is magic staffs, which, instead of requiring various types of ammo, drain your mental health with each use, driving you into a panic if you hit zero. As another example, just among the high-tier rifles there is the plasma rifle, which has a burst fire mode and is extremely fast, and also the sniper rifle, which is slower but it does more damage per-shot and comes with a scope. Using the scope gives a bonus to your firing accuracy and a greater view distance, but substantially pulls in your view angle. This lets you take aimed shots on interrupts, but you will only be able to generate interrupts in the smaller area that you are focusing on.



I also implemented some convenience functions. I added the ability to reserve time units, so that you can automatically set aside, say 25 time units to use in interrupts, and the game will prompt you if you are about to do an action that cuts into that amount. Additionally, I've implemented accuracy calculators for any kind of attack that can miss. Since the game is physics based, that's actually a little trickier than in other games. For example, a bomb could be thrown off-course, but hit an obstruction that causes it to actually detonate in range of the target. The new accuracy calculators take that into account by running many sample throws with simplifying assumptions and then giving you the result for how many of them would damage the target.



I've also merged two stats that previously were separate: the Vision stat, which governed characters' view distance and field-of-view, has now been merged into the Mind stat, which governs how much mental damage characters can take before panicking. Previously Mind felt just a little less critical than stats like Health, Ranged, or Reaction, and Vision felt quite a bit less critical. With them combined, all the stats feel pretty tempting and have strong advantages. Another adjustment I made is that crouching, in addition to reducing the size of your hitbox, now also makes it so that enemies will not see you until you are closer than usual. To offset this advantage, I made crouching down and standing back up take more time than they did before, in addition to the movement speed penalty that it already had. So in any situation you have to weigh the benefits of not being seen against the costs of having less time to act when you see someone.

Missions

Last time, I did a walkthrough of buying goods and recruiting new team members in towns. Backer Paul Benbrook suggested in the comments (and many others agreed) that towns might be an interesting place to fight in and suggested they come under attack from enemy forces sometimes. I tried it out and I thought it worked pretty well, so they're in the game now and also comprise this month's video. Town attacks are styled after X-COM terror missions, so you have opponents trying to kill the townsfolk and you want to keep them alive. The game tracks and tells you how many you have left of each, and if you clear the mission you get a reward based on how many civilians are still around. In these missions you have to work under the time pressure of saving civilians, but also have an important advantage in that when enemies attack those civilians, it gives away their position.

https://www.youtube.com/watch?v=wx99TXjD94w

That's all for this update! Thanks for reading.

Tom Johnson

Description
The video games you played as a kid, mashed together and remade into a tactical role-playing game.

  • Explore an open world where characters, items, and environments are an eclectic mashup of classic games.
  • Detailed turn-based combat system inspired by the 1994 classic, X-Com.
  • Realistic physics simulation and large, open environments allow for a rich variety of tactical options.
  • Permanent death ensures that combat is always tense.

Every time you start a new game, the game procedurally generates a new world, using decades-old video games as its building blocks. The result is a collision of genres, where haunted swamps, tropical war zones, and peaceful mushroom villages all stand side-by-side. You'll build up your own custom squad of retro game characters, with a mix of skills ranging from mental health and reaction time, to the use of blasters and the ability to jump five times your own height.

Enemy is built on a turn-based combat system closely inspired by the original X-Com and Jagged Alliance. You'll devise strategies based around the unique set of abilities you've chosen for your team, and then execute them step-by-step, all while responding to counter-moves made by the enemy. It models the stress of battle on your heroes, who can flee or go berserk if things start to go too wrong. Additionally, everything in the game is destructible. If you damage the supports of a building in the middle of a fight, the whole structure can come crashing down on you. Inadvertently starting a small fire in the wrong place can lead to being caught in the middle of a massive inferno. Combat is dynamic, and easily spirals out of control.
Popular Discussions View All (5)
10
Oct 16 @ 5:37am
Can we get some more details?
Mojavi Viper
9
Aug 14 @ 4:10am
I cannot wait for this game!
flagyl2
7
Jul 12 @ 11:13am
Starting Squad
J10Five
193 Comments
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Pipz Oct 25 @ 2:13am 
Saw this project a while ago on kickstarter. It's held my attention since (although I forgot the name of it but a google search of "Turn based voxel game" sorted that) and I'm glad to find that it's still alive and going strong :) I'll certainly be purchasing a copy!
Grimmalex Oct 2 @ 2:45am 
Awesome
Barbon Oct 1 @ 3:49pm 
I love turn based tactics games and physics so this is basically my dream game. thanks for making it!
Z0nK Sep 24 @ 10:38am 
Hi Tom,
I really like Enemy. Since it is a homage to classic games I would prefer some more energetic and maybe chiptune-ish music, though. I assume you had X-Com in mind when creating this dark and tense music. However in the long run this might not fit with the overall theme.
Atlas29k Sep 22 @ 6:39pm 
YES ABSOLUTELY YES!
Max God Sep 21 @ 7:29am 
I hope the game will be normal.
House Sep 15 @ 1:14pm 
When I first found and backed this on KS, I was excited to play around in what looked like a fun little physics sandbox... After following its development since then, I've become more and more excited every month! I cannot believe how incredible this is shaping up to be, and eagerly await its release. Keep it up!
hmytos Sep 7 @ 1:29pm 
It looks interesting. I hope the geame will have achivments :) I voted. Good luck ^^
Blackadar Sep 5 @ 7:26am 
Everyone should vote for this. From the Kickstarter, this game looked pretty cute. Now Tom has expanded it and it looks pretty awesome. Fully destructable environments with turn based combat - vote yes, vote now! This is one of the few products that I'm glad I actually backed the Kickstarter!
The Pikmin Fanboy Sep 1 @ 1:28pm 
I wish i could vote for this Over 9000! times