[project1dev] Re: COMBAT - rough outline idea

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 14 Apr 2009 12:18:39 -0700

Reminds me of Mike Tyson's Punchout making a baby with a classic RPG.

How would special moves work? Let's say the swordsman selects a sword
technique for his turn. How does this work?

What happens if you standby? Do you just lose your turn but you are able to

What kinds of things will you be able to do in combat? ex standard attack,
use items, special abilities

What kind of special abilities will be available and how will they play into
your combat system?

On Tue, Apr 14, 2009 at 11:16 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> combat starts
> a troll vs. a swordsman
> ok, there will be some sort of iniative roll to see who picks their action
> first.
> I am going to skip using the lingo for games we already know so i dont
> inaccurately associate this with another game that has a similar system.
> ok so the roll ends up with the swordsman going first.
> a menu pops up - while the combat menu is up, the timers for the other team
> and your team is static (game is effectively paused)
> you pick the swordsman's attack from his list of skills, these could be
> swordtechniques, standard attack, protect ally, etc. or you can choose to
> STANDBY or pass your turn to an ally.
> he picks standard attack on the troll.
> now the game kinda focuses in on those two players and it looks a lil like
> mike tyson's punch out.  the monster bobs and moves a little bit, going in
> and out from an offensive and defensive stance.  when you want to attack,
> you press a button (A or whatever) and attack.  depending on the enemies
> stance, etc. you will do damage or miss or be blocked.  Maybe depending on
> the level of skill your character has, you get multiple attempts or can
> string together certain combos... after the combat action is ended, the
> player is in "RT" and is vulnerable.  This is a timer that is maybe 20
> seconds and during those 20 seconds, no additional moves can be made.
> ok, so next is the trolls turn, who prepares to attack the swordsman.
> during those 20 seconds of RT from his attack, the swordsman is limited in
> his defense to dodging the opponent but if he is out of RT or chose to
> standby or pass the turn, he also has the ability to "Block" which is either
> with a shield or a weapon if he has no shield.  blocking is passive defense
> and heavily reduces the damage done during an attack, dodging eliminates all
> damage but requires skilled timing - if you try to dodge and mistime it, it
> will do more damage so its a risk reward thing.  also the speed at which you
> dodge (or block, etc) are all influenced by your characters stats and
> equipment so someone who is a fast rogue in light armor would have an easier
> time dodging than a heavily armored knight - but when the knight gets hit,
> he would take significantly less damage.  basically people would create
> their character to fit their own style of play - personally i would be a
> hybrid where i wore medium armor and still dodged, however, a knight in
> platemail is viable as is an unarmored ninja-type.
> it goes back and forth like this until someone dies.  if there are more
> party members or monsters, the turns are based on the RT, not "hey, its my
> turn" so if a monster is 2x as fast as the hero, he would get double the
> attacks, or vice versa.  one thing i like about this is that if you're
> heavily outnumbered, you definitely get a sense that you are overwelmed as
> you constantly are dodging and blocking attacks.  this is one of the
> balancing mechanisms in the game and will require careful design to make it
> work...
> i am not sure if i expressed this as clearly as i was thinking but
> hopefully you get the gist...
> questions, comments and criticism all contribute to the development of a
> better and more fun system so feel free to say what you think will or won't
> work or if you think another direction altogether may be more effective.
> Thanks for your time!

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