top of page

Clash of Will

For the depth focus study project 2, a roguelike deck-building game inspired by Slay the Spire was developed. The primary distinguishing feature was the implementation of a semi-real-time combat system rather than traditional turn-based mechanics. All cards possessed a tick cost representing the time required for execution. For example, a card with the effect "Deal 10 damage, cost 10 ticks" would execute the player character's attack action after 10 in-game ticks elapsed, during which enemy entities could simultaneously perform their own actions. This created a simultaneous action resolution framework where player and enemy actions occurred concurrently within a shared temporal system.

Combat Manager

A combat manager class was architected to orchestrate match logic and state management. Analogous to fixed physics update cycles, the combat manager invoked a Tick() function at fixed temporal intervals, which propagated tick updates to all enemy and player actor entities. Each actor maintained state regarding its current action and executed the action upon tick completion. Upon enemy action resolution, the actor automatically queued and performed its subsequent action. Upon player action resolution, the game entered a paused state, awaiting player input for the next card selection.

Action/Card Definition

The effect system was architected using a modular component-based structure. Each action contained a collection of effects, with each effect comprising four core attributes: a condition, an action, a value parameter, and a target range specification. Conditions were constructed from two linear expressions (variable * x + y) evaluated against a comparator operator. The following exemplifies the basic attack implementation within this framework:

image.png

Enemy AI

At the commencement of each turn, enemy entities evaluated their finite state machine to determine the subsequent state based on current state and game state conditions. Each state contained an associated action sequence that was executed sequentially during the turn. While most enemies performed actions in fixed loops, certain enemies exhibited state-dependent action selection. For example, a necromancer would summon minions if none existed, or apply buffs to existing minions, with the action selection contingent upon the current minion population state.

Gameplay Feature

A core mechanic termed "Clash" was implemented to reward planning and risk management. A Clash occurred when a player card with sufficient attack power resolved at the exact tick an enemy attack was executing. Upon Clash resolution, the enemy attack was negated and the enemy entity lost one poise point. When an enemy's poise was depleted, the entity entered a staggered state, becoming incapacitated for one turn and unable to perform any actions. Standard enemies possessed a baseline poise value of 1, while elite and boss entities contained higher poise thresholds, providing increased mechanical resilience.

UI Elements

The user interface design was modeled after Slay the Spire while employing a first-person perspective to eliminate the need for player character animation. The game entered a paused state during player input phases. Card selection and execution required two sequential clicks: the first to select the card, the second to execute it. For targeted cards, an aiming arrow automatically snapped to enemy positions during mouse-over interactions, providing precise targeting feedback. A prominent timescale visualization displayed at the top of the screen provided temporal clarity, indicating both enemy action timing and player action resolution windows, serving as a critical interface element for strategic decision-making.

image.png

Future Planning

The current iteration prioritizes combat mechanics as a prototype for balance validation. The full game vision encompasses permanent progression systems, non-combat encounters, and player class mechanics. Drawing inspiration from Magic: The Gathering's color pie philosophy, the design permits flexible card pool composition through a multi-class system. Three primary classes—Strength, Dexterity, and Intelligence—each emphasize distinct playstyles and mechanical identities. Each class contains multiple specializations that expand upon its core playstyle philosophy. Players construct their character identity through a three-tier selection system: primary class selection, specialization within that class, and a secondary subclass to support their intended gameplan. This architecture parallels the design of Monster Train, wherein players select a primary clan, a hero unit of that clan, and a secondary clan to complement their strategic approach.

bottom of page