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Re: [Adonthell-devel] Battle System, take II
From: |
Alexandre Courbot |
Subject: |
Re: [Adonthell-devel] Battle System, take II |
Date: |
05 Feb 2002 16:32:25 +0100 |
> For one, I wouldn't go too much into details ;). For example the direction of
> the move shouldn't matter. People should not have to think what transition
> can follow the last move, and what move would fit to that transition.
Of course ;) It was just to clarify the example.
> As for integration with the low level combat sytem: each time you make an
> attack move, the system calculates whether it is a hit or not. If it is a
> hit, the combo continues and the next hit would get some bonus. That bonus
> could increase slightly with every hit, until the combo is through or the
> opponent averts a hit. Might make sense to limit the number of moves in a
> combo in that case.
I thought each character could have a stamina bar. Whenever you do a
move it eats some stamina and when it is empty you can't move anymore
until your bar is sufficiently reloaded. This would be a good way to
limit the number of moves, IMO.
> A miss would put the attacker out of balance, so the combo wouldn't continue.
> Instead it would be the opponents chance to strike back.
Right.
> To go even more into detail: each move would require a certain amount of
> time. At the end of the timespan would be the point where the hit calculation
> would occur. That means, if two opponents would start attacking each other at
> the same time, the one with the fastest move would get the first chance to
> hit. (Possibly, the dexterity attribute would have an influence on the
> duration of a move. The better, the faster.)
>
> If it is a hit, the other guys attack is cancelled an he has to start from
> the beginning, while our own combo continues. If it's a miss however, our
> attack is cancelled whereas the other guy will continue as if nothing
> happened.
Just fine! :)
> Well, I'm not sure defensive moves should be included. If they are
> automatically triggered, the player could as well watch the fight, instead of
> acting. Especially if they lead to an (automatic) counter attack.
Mmm yeah I admit the defensive moves idea isn't very clear. Forget about
it for now.
> So all in all, players should have two possibilities. Either set up some
> combos, which would increase the time before they need to issue a new
> command. (Although they might stop inmidst the combo to do something else.)
>
> Or they could just issue on single command after the other. Of course that
> way they'd lose some benefit of a successful combo. But they wouldn't have to
> go through all the preparing, but could dive into the action right away.
Yeah. That's what I had in mind too. For once, we're on the same wave
concerning fighting ;)
> Again there could be teachers that show you complete combos instead of single
> moves, so the people that do not want to create their own would still be able
> to profit from them.
Yep. In multiplayer as I said players could also sell/exchange their
combos (by selecting them and giving them to another player, for
example).
> Okay, what do you people think. Especially you, Alex. It's your original idea
> after all!
I'm very pleased by your comments - I just hope everyone will take the
idea as well as you ;)
Alex.
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