People Playground

People Playground

37 ratings
Turn Based Combat in PPG
By KatanaNoob
Welcome!

This guide aims to help you create an engaging turn-based game set in the chaotic scenario of World War I. By following the rules, you'll be able to develop a unique experience that combines military strategy with the tense dynamics of turn-based battles.
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Introduction
Welcome to the mode my schizophrenic mind has conceived. Based on turn-based combat - a true expression of High IQ or madness. Now, allow me to present the basic rules.

Before we delve into the rules, it is only fair to express gratitude to megaturn, Nightzz, jimmyl, korbybok, weirdo, Pump3d, and Mohammed28, whose mods and technical contributions brought this guide to life.

Aliás, aqui está a versão deste guia em português:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3134136332

Now, let's get into the basic rules and combat.
Combat and Rules


Turns:

The turn system is organized alternately between the two teams. Each team, identified as Team A and Team B, conducts their operations in sequence.

Each team takes command of a single unit during its turn. This focused limitation intensifies the need for precise and strategic choices, as the fate of each turn is shaped by a single entity.

When the unit completes its actions, the turn passes to the opposing team. Thus, the strategic dance continues, guided by each team's meticulous choices.

In summary, it's only one unit at a time.

Action Points:

Let's start by discussing action points, the essential element that drives unit actions. Each unit has its own action points, and when depleted, it's time for the next team to act. And so, the delicate balance of strategy and movement unfolds.

Let's give an example with a unit having only two Action Points:



Now with a unit having four Action Points:



In each turn, units have a specific amount of action points. Every action, whether moving or shooting, consumes these points. When the points run out, it's the opposing team's turn to act. Keep an eye on the units and their respective action points, as each strategic choice comes at a cost. This is a game of balance and thoughtful decisions, where smart action point management can be the key to victory. Move forward with caution and planning, as every move counts.

Movement:

The 'movement area' is uniform for all units, extending 15 meters in width and 10 meters in height. Units can only traverse within this area. How to do it? Pause the game, select the unit you want to move, and place it in the areas covered by the movement area.



Above is the image of the movement area.

Strategy and movement need to go hand in hand on this battlefield.

(I recommend downloading the pose creation mod, which allows you to enhance the game by adding important positions for units, such as crouching, kneeling, aiming, etc.) Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2866527454

Damage:

A shot means a bloody trail to death. If the unfortunate one is hit in the arm and drops their weapons, brutal execution is imminent. No medic can save them from this cruel fate. With a medic in the field, there is a chance to stop the bleeding and rescue the unit from bleeding out. (For more brutality, I recommend activating the advanced damage mod).





If the poor soul starts 'wavering,' the most plausible alternative would be to 'take them out of combat,' meaning, kill them. Select 'Kill' and bid farewell to that unfortunate unit. The medic can save them from this fate; select 'Reanimate.' If you are using Advanced Damage, copy the organs with 'B' from a healthy unit and paste them with 'N' on the wounded unit.

Finishers:

Units equipped with melee weapons or special abilities reveal their most brutal side when close to other units during their turns. Be careful when positioning your troops, as their proximity can result in ruthless finishers.

Distance strategy is key to avoiding unwanted encounters with the bloodier aspects of your own troops.

Maps:

In the schizophrenic universe of turn-based conflicts, the choice of maps is yours - you can select an existing one or unleash your imagination and create one. Choosing a suitable map is crucial, providing the perfect backdrop for strategic chaos to unfold.

Well-designed maps offer a variety of elevations, platforms, and obstacles, encouraging diverse tactics and smart unit movement. Symmetry and balance are essential, ensuring that both sides have equal opportunities. Slippery zones, elevated platforms, and strategic obstacles can make the battle unpredictable and full of twists and turns.
Mods
With the rules and combat thoroughly read and understood, it's time to explain the mods that will be applied, dividing them between technical mods, which directly affect gameplay, and visual mods, which add aesthetic elements to the battlefield.

Firstly, here's the link to the collection, which makes things easier and provides some ready-made units. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3133557275

Visual Mods:

In the intricate world of my scheme, mods are essential for the experience. Currently, I'm diving into the World War I mod created by the talented Megaturn. His pixel art is a delight to the eyes, surpassing those HD ones that others insist on creating. Of course, beauty is in the eye of the beholder, so if you prefer HD, go ahead, I respect your choice.

On the maps, I found the visual of the Item Plus mod by Nightzz quite engaging. I owe a total thanks to jonasbe08, the creator of truly incredible maps. All maps with Item Plus from him have been attached to the collection, a fair tribute to his impressive ability to create attention-worthy scenarios.

Technical Mods:

The Quick Right Click Option mod proves to be a gem in terms of practicality, allowing for both the quick dispatch of heavily wounded units and intervention to stop bleeding. An essential tool to keep the flow of gameplay cohesive. Similarly, the Useful Context Menu Options add an extra strategic layer, allowing units to stop bleeding in specific areas and strengthen units, reinforcing their resilience on the battlefield.

The Advanced Damage mod provides a more "realistic" damage experience. And for those critical moments, saving a wounded unit with the medic becomes a delicate and precise task: copying organs from a healthy unit to the wounded one, emphasizing that this ingenious maneuver is only possible with an active medic. The game becomes a field of tactical medical experimentation, adding a unique touch to gameplay.

Flipping Heck is the mod that makes it easier for the unit to change direction. Because even units deserve a change of course occasionally.

The Disable Heat mod proves to be a lifesaver to prevent the entire map from going up in flames. Nothing worse than dealing with an uncontrolled fire on the battlefield - disabling heat prevents this frustration and the need to extinguish the flames later. Less fire, more strategy.

The Gentle Drag mod adds a touch of realism to shooting, making units feel the recoil and precision of the weapon. This addition is crucial to keep the game balanced, providing an interesting dynamic between the chances of hitting and missing. It's the perfect simulation for those intense combat moments.

The Uncollidable Corpses mod is essential to ensure that units do not bump into or be hindered by corpses, be they enemies or their own comrades. A practical touch to maintain the fluidity of combat without corpses obstructing the strategic path of units.
Conclusion


If you've made it this far, congratulations! If you have any questions or if something is unclear, I'm here for clarification.

This guide is a continuous work, and your contribution is valuable. If you have advice, constructive criticism, or suggestions, I'm open to listening. Together, we can enhance this strategic experience.
20 Comments
ook 6 Sep, 2024 @ 11:17pm 
ppg players when you tell them to use their imagination in a sandbox game:
Moonlitrebel 21 Aug, 2024 @ 9:03pm 
wow you made an entirely different game in an existing game
KatanaNoob  [author] 6 Jul, 2024 @ 12:27pm 
With in game assets. Spawn a text monitor, turn it invisible, write "PA" on it. Then grab the resizable housing object, turn it into a small square paint it green, align them, then it's done. And no, it's not functional, it's just for pure illustration.
som0307 1 Jul, 2024 @ 3:36pm 
How?
KatanaNoob  [author] 1 Jul, 2024 @ 3:13pm 
No mod. I made It myself.
som0307 1 Jul, 2024 @ 11:51am 
What mod is used for the PA thing?
KatanaNoob  [author] 27 Mar, 2024 @ 6:57am 
Only with living entities :steamthumbsup:
prof_aaron 24 Mar, 2024 @ 11:28am 
Does the uncollidable Corpses mod make corpses only uncollidable with other living entities or also objects too
KatanaNoob  [author] 18 Feb, 2024 @ 6:06pm 
XxMonkey_D_LuffyXx 18 Feb, 2024 @ 4:25pm 
what is that mod called where when you shoot someone a icon pops up showing them bleeding or stuff like that?