Dev Blog 1: First Tactical Combat Prototype

A couple of months ago I began working on a tactical RPG in my spare time.  While I'm not ready to reveal details about the story or setting at the moment, I've finished a prototype of the tactical combat mode, and I'd like to talk about how that's come together.  The prototype is fully playable, except that there's no artifical intelligence at the moment, so the player has to control both sides until I write some AI, which I'm not going to do until more of the design is locked down. I think I've come up with some cool twists on the tactical layer that will create compelling, varied gameplay challenges, especially once the story hooks start to get added in.

Let's start with some of the key pillars I'm aiming for