[project1dev] Re: COMBAT - rough outline idea

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 14 Apr 2009 13:14:35 -0700

yeah good questions from kent too, esp how would standby work, how oculd you
get that character to atatck again when you wanted to.
On Tue, Apr 14, 2009 at 1:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Please elaborate on special abilities and how they function in combat. I
> have a vague idea. Maybe answering my other questions will help clarify
> here.
> You mention the game being static when the menu is up but you also mention
> being able to time attacks. I don't see how both are possible. Is it because
> you selecting your action does not make the action trigger until a key is
> pressed?
> If the player selects STANDBY how would they be able to take their turn at
> will? Will you be able to bring your attack menu back up at any time if your
> turn is ready?
> On Tue, Apr 14, 2009 at 12:36 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>> special abilities would work the same way, you select them and then choose
>> when to execute the attack.  (maybe there would be a "back" button also so
>> you could change)... like for instance we will have a hide/ambush mechanic
>> like "jump" in ff2 where a character would hide and then you would choose
>> when he ambushed from the shadows.  does that make sense or do i need to
>> elaborate?
>> i also like the opening for combinations too, like if you time the first
>> attack right, maybe you'd get additional strikes.
>> if you standby, you dont lose your turn, you just sort of go in limbo
>> where you can take your turn at will and block/dodge.  this would come in
>> handy if you were timing your attack to coincide with an enemies RT.
>> special abilities will be either ACTIVE ATTACKS you would choose in the
>> menu, passive things like maybe an auto-counter attack when you successfully
>> dodge or something like "CHARGE" where you would bull rush the opponent and
>> it would ignore their blocking ability... really i want to have a ton of
>> attacks and special abilities that would open up a ton of strategic options
>> during combat.  i haven't compiled a list yet but definitely it is an open
>> forum for ideas and would love to hear if you have any! :)
>> On Tue, Apr 14, 2009 at 3:18 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>> 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 block?
>>> 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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