[gameprogrammer] Re: RPG
- From: Craig Chambers <reym_camroth@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 14 Oct 2005 01:18:48 -0700 (PDT)
--- Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx> wrote:
> So during the game, you would learn "skill sets", or
> rather you would
> assign skills to your avatar. Something like "hit
> bad guy with axe, step
> back, fire arrow at bad guy", and you would assign
> that set of skills to
> say the key "x"? Kinda like a simple macro language?
yeah kind of but it's a bit more complicated than
that.
> What sort of combinations do you envision? What kind
> of atomic actions
> are you thinking about? What I mean is, are the
> simplest actions going
> to be things like "swing axe"? Or maybe "swing axe
> fast but innacurate"
> and "swing axe slow but accurate"? Or are they even
> simpler, like "hold
> axe", "raise arm", "move arm from left to right" ,
> "move left foot 1
> pace forward"?
>
well ideally it would be best if the 'atomic actions'
were like 'bend arm at elbow', 'rotate arm', 'swing
arm' etc. this is because of the 'sequence action
builder. also i would like to put a 'complex action
builder' in there that would combine different moves
together, for example a karate punch is extend arm out
to the front while rotating from palm up at start to
palm down at full extension.
this would give players 'total' control of actions
which then could be used to link to skills like magic
skills to activate spell effects. this system would
mean that ech fighter/martial artist/magic user could
have unique moves, possibly enhancing the attachement
of players to characters.
also, when improving these complex and sequenced
actions, it would be possible to omit one 'step' of
the action and then start learning the same move at a
lower 'level' but with a different difficulty
restriction (ie. this would make it [easier/more
difficult]?? to learn, but/and your ability would drop
slightly).
this is where i start to confuse myself and other
people if i don't give an example.
let's take the karate punch previously.
suppose you learn it and you reach a score of 10, you
could then 'omit' the rotate section and drop in
score, say to 5 and begin learning again.
basically the more complex the action or sequence, the
more experience you need to have to raise the score.
formula for score advancement:
(score^2)*(dificulty level+1(per part of sequence)
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- References:
- [gameprogrammer] Re: RPG
- From: Jake Briggs
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- [gameprogrammer] Re: RPG
- From: Jake Briggs