I've noticed alot of games are using the "attack verb" style of fighting for their RPGS...
I'm just curious howcome there aren't many Zelda like games, where you stick your sword out and if somethings in that square where the sword is they get hurt...
Ya it would take a little effort but personally I think it would be a crap load more enjoyable :)
ID:265101
Mar 7 2002, 10:12 pm
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Darke Dungeon uses that style of combat, but it's not public yet. :P Fear my whip +3 of gravity!
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Jon Snow wrote:
I've noticed alot of games are using the "attack verb" style of fighting for their RPGS... Either way, you'll end up with a considerably action-based combat system, which may not be ideal for many RPGs. What I'd like to see is more automated round-based combat; obviously, you'd generally need an attack verb to start combat, but once you were engaged your characters would just pound away at each other until one side or the other used a flee or disengage command of some sort (you could just make it so you could walk away, but that would work best as a shortcut for a flee attempt; it would pretty much defeat the purpose of using automated combat otherwise). |
In response to LordJR
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Definite turn based combat, I've been developing a combat system where up to nine sides can combat. nine people can join in the turn based fray, and they can side with whomever they want! COMPLETE CHAOS! Players will eventually be able to join in towards the end, middle, or any other time... a bit hard to do!
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In response to Leftley
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Ya the problem with the games now days is they require no skill... Atleast add some depth to your combat system, make it so a monster can hit you in different body parts, then have a fast but weak attack, a slow but strong attack, and a medium. Maybe beable to aim for their head or something but a small chance of it.
I don't know just as long as it's unique :P |
In response to Leftley
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WARNING: plugs ahead (for my own stuff even... I feel dirty)...
Leftley wrote: [snip] What I'd like to see is more automated round-based combat; obviously, you'd generally need an attack verb to start combat, but once you were engaged your characters would just pound away at each other until one side or the other used a flee or disengage command of some sort (you could just make it so you could walk away, but that would work best as a shortcut for a flee attempt; it would pretty much defeat the purpose of using automated combat otherwise). My BattleEngine library was automated with Deadron's Event Loop. TurnTracker can be. Although I'm planning on switching to TurnTracker, I used BattleEngine mainly for attack sequences like you describe in an RPG I was making. Of course, I then buried the RPG in procrastination for a while. ;) |
I've been messing around with Zelda-like combat, and you'd be only so surprised at how much strategy can be added to a game just by making the sword appear. Now, instead of standing next to the guy, you have to stand next to the guy and face the guy.
Doesn't sound like much, but you'd be surprised. As for not having many Zelda-like battle systems out there, all you need to do is release a demo that makes the sword appear and *WHAM* all the DBZ games will lose the attack verb and make a swordslash verb. (I don't recommend doing that) |
In response to Ter13
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try Dragon Warrior Online chat room. It has the exact combat system of zelda pretty much. Each class has its own weapon with zelda style attack but some classes have magic projectiles while others have whips and stuff that go farther.
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LJR