yeah, just to clarify, if you standby or delay your attack. there'd be either a fixed delay or soft rt that would have to elapse before you could attack again i think. On Tue, Apr 14, 2009 at 4:14 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > 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! >>>>> >>>> >>>> >>> >> >