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Project: Combatant
Project Started: 16th November, 2008 Last Update: 18th July, 2010
Project Owner: Muz Project Members:
Project Type: Turn-based RPG Project Progress:


 

Public Forum ::. Suggestions ideas stories here
 

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Muz



Registered
  14/02/2002
Points
  6499

VIP MemberI'm on a BoatI am an April FoolHonored Admin Alumnus
7th February, 2009

If you have any suggestions, ideas, or even those short stories that determine gameplay direction, just toss 'em in here. I won't promise they'll be in, but I'll try and look at them

Sorry if I reply late though, have to check the suggestion and stuff to see if it fits, where it fits, and how it fits.

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Deleted User
7th February, 2009

This sounds like a cross between bushido blade and the swords and sandals flash game. Maybe I'm wrong, but that's what it comes across to me. I like it. I suggest you start simple, then add on. You seem like the type of guy to get a head full of ideas and don't know where to start, I was kind of like that until my current project. It might be a good idea to start with basic attacks and figuring out how the animations will work. It seems like you might be able to get by with a system similar to swords and sandals. It might be interesting to see a game where each limb has its own button. Like z and x control the legs, the mouse aims the hands and either a left or right click will shoot them out, and if you hold shift that will bring out the legs. Possibly holding the mouse buttons will make the limbs combat ready and swinging the mouse creates a calculation of it's speed and the damage is calculated from there.

Sorry, I get carried away. I'm looking forward to seeing this happen.

 

Del Duio

Born in a Bowling Alley

Registered
  29/07/2005
Points
  1078

GOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!Evil klikerHasslevania 2!The OutlawSanta Boot
9th February, 2009

Yeah, get everything working nice and do a bunch of additions to the winning formula afterwards. That always seems to work for me too.

One of these days I'd like to see a non-fantasy medieval game though. I've been reading Dies the Fire and they make everything sound so realistic armor and weapon-wise. I think it'd make for good game elements.

 
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"Del Duio has received 0 trophies. Click here to see them all."

"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"

DXF Games, coming next: Hasslevania 2- This Space for Rent!

Muz



Registered
  14/02/2002
Points
  6499

VIP MemberI'm on a BoatI am an April FoolHonored Admin Alumnus
20th February, 2009

jneumann1: I think that's going to be hard to work, but it's a good idea. Problem is that the game doesn't have hard-coded limbs, so you could mod it for everyone to have 4 arms, and that would kinda screw up the system. But then again, I'd think allowing the players to set their own hotkeys would be a good idea. Maybe a "d" = (right hand, slash, head).. yeah.


Del Duio: If that's what you like, I'm happy to say that the first phases of the game will be strongly grounded it realism. Only the later additions will be fantasy; you could always just remove the fantasy bits if you like I suppose

But I'm not really eager to toss every bit of fantasy into the game. That's why I'm pondering long before putting any of them in. Greenskins were easily confirmed since they're unique and it is fun to slash some green things. Gnomes look interesting enough (I'm making them mostly sort of an underground techie race). The others.. are still questionable.

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Kokocipher



Registered
  03/06/2008
Points
  439
28th February, 2009

Instead of swapping between whose turn is it, having both parties execute their turn action at the same time.
Here is an game example: http://www.newgrounds.com/portal/view/367326

Another idea I'd like to suggest is to add a "parry" or "counter" system in which a weaker opponent can have a chance to turn the tide of the battle by "parrying," or redirecting the force of an attack thus take no damage, against a stronger opponent. However, parrying is very risky. For one, if you mis-parry (eg. if you parry high while the attack aimed low), you will take additional damage. Such system will not only make the result unpredictable, but will also encourage mind reading and risk taking.
Here is in game example from 3rd strike http://www.youtube.com/watch?v=BJ4p5aXJApQ

One last idea I'd like to see is the "stunning" meter in effect. Receiving multiple blows will cause the stun meter to charge up. When stun meter is fully charged, your character will enter the "stunning" state and lose the ability to perform any actions. The stunning system will encourage an alternative PVP character building and tactics comparing to the typical mundane full damage or strength builds in a typical MMORPG.





 
http://blog.kokoarcade.com

Muz



Registered
  14/02/2002
Points
  6499

VIP MemberI'm on a BoatI am an April FoolHonored Admin Alumnus
1st March, 2009

Ah, Mr. Monkey,

Toribash does that same time turn, and Toribash's gameplay has a lot in parallel to my game, but I don't want my game feeling like Toribash. But on the other hand, I think it's a good idea. The mini-turns are becoming quite annoying to code, and I think it'll be more fun for everyone to have just 'generic' turns, but skip over their turn when they're unbalanced, stunned or something.

Parrying is very strongly built into the game Only the experts can dodge properly, so for most of the early game you'll have to learn to parry. I put in an auto-parry option for those who don't want to bother with it, where the comp will guess the enemy's attack using the character's instinct, intelligence, reflex, and experience. But "manual parrying" halves the 'reaction time', but means that you might parry in the wrong place.

I've got a similar stunning system. Basically, when a body part runs out of HP, the character gets stunned. So if you aim to break your enemy's nose instead of his ribs, you're likely to stun him. And the condition goes down even if you don't do enough damage to destroy the body part - so for example, if the nose needs 10 damage to break, a hit that does damage would lower the condition to 80%, and you just need 8 damage to break it next time.

Hah, the game does support full damage builds - you'll get far making a big guy with a sledgehammer and do a lot of one-hit kills. But if you check the design docs, there's also that one guy who's fending off blows with his dexterity. Dealing full damage will tire you out quickly and heavy weapons make you prone to being unstable. So, yeah, I'd love to see how people build characters in the full game.


 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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