That looks really cool.
Thanks ;)
I saw you made several turn based games already, would you mind sharing some insights on how you setup your basic turn system?
There aren't any good Construct specific resources about these types of games.
I would like to make a turn based roguelike kind of game myself and some advice from someone with so much experience in that area would be greatly appreciated. I especially struggle with finding a good system for action points to make multiple turns, slow downs, speedups, etc. possible.
I've used action points and turns in another game I'm currently working on. You can find a video here: youtube.com/watch
The number of action points depends on the Agility of characters, while the round order depends on Agility and equipment (heavy weapons and armors will slow the character down). Statuses like "Haste" and "Slowness" will modify the number of Action Points and the Initiative (round order modifier).
If you need other details, feel free to ask ;)
For some feedback, I did the same kind of camera movement you do, for a more action oriented dungeon crawler and got a surprising amount of feedback that the camera swaying left and right made people dizzy.
Not me though, so I can't really tell you if the same is true for your camera setup in a turn based scenario, but maybe something to look out for.
That's exactly what I thought. I've used this camera control (that I've learned in one of the Examples in Construct BTW), but I've also wrote a rule for a more "static" camera. Probably I'll add both options and I'll let the player choose.