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Devlog #3: Implementing Turn-Based Combat in a Fluid Environment

April 29, 2025By Lucas Oliveira
Game DesignProgrammingProject Nemo
Devlog #3: Implementing Turn-Based Combat in a Fluid Environment

Devlog #3: Implementing Turn-Based Combat in a Fluid Environment

Creating a turn-based combat system for Project Nemo presented us with a unique challenge: how do we represent the three-dimensional nature of underwater movement within the constraints of a 2D turn-based system?

The Depth Mechanic

Our solution was to implement what we call the "Depth Mechanic." In addition to the traditional X and Y positioning on the battlefield, characters and enemies can also move along a Z-axis representing depth. This adds a strategic layer to combat, as certain abilities are more effective at specific depths.

Visual Representation

Representing depth in a 2D pixel art game required some creative solutions:

  • Characters at different depths are rendered with subtle size differences
  • A depth indicator appears next to each character
  • Movement between depth levels is animated with scaling and transparency effects

Strategic Implications

The depth system creates interesting strategic choices:

  • Some enemies are vulnerable when they rise to shallow depths
  • Certain abilities create currents that can push enemies to different depth levels
  • Players can hide in the depths to avoid attacks, but this limits their offensive options

Technical Challenges

Implementing this system required us to rethink our entire combat engine. We had to create a new pathfinding system that accounts for three-dimensional movement and redesign our targeting system to consider depth when calculating hit chances and damage.

We're excited about how this unique combat system is shaping up, and we can't wait for players to experience it firsthand. In our next devlog, we'll discuss the sound design of Project Nemo and how we're creating an immersive underwater atmosphere.