ID:265795
 
I bet you are all sick of running around and smashing your key bored with those same ol macros. So now lets discuss how we can make a non turn based, real time, but still skill requiring attack system. Lets take the basic punch, how can we make it so you hit the punch verb, and then have to do something unique for that punch to land?? I am thinking reaction commands, (i.e. God of War, Tomb Raider, etc.)(if u dont know what these are look at bottom of topic) But would this make the game more fun to play? I want to know so comment/vote/replay/email me/IM ([email protected]) me your answers =D


What is a reaction command?
Basically a letter would pop up on your screen, lets say its H, now you have to hit the H button within half a second or so so that the punch will land. If you do not do it in time, or you hit the wrong button the punch misses and u have to try again.
If you want a typing game along with a battle system, you're welcome to do it.
In response to Kaiochao2536
Thats not what i mean, im talking about a new combat system for RPGs like nartuo
In response to Lt. Pain
And as you stated, you want it to require typing accuracy and speed for combat. That's a typing game in my eyes.
In response to Kaiochao2536
Kaiochao2536 wrote:
And as you stated, you want it to require typing accuracy and speed for combat. That's a typing game in my eyes.

Gotta do something to recover some of the brain cells that playing a Naruto game is killing.
In response to Foomer
I am afraid medical science has no cure for narutoarsim V_V
Real-time battle systems that require skill have been constructed. They are called first-person shooters. BYOND does not support them. Sorry about your luck.

If you made combat be turn-based (or even time-based, a la Gladius or UFO: Alien Invasion), there is plenty of room for strategy without going beyond BYOND's capabilities.
I think you are on the right track, but I agree with the other comments, the idea is somewhat like a typing game.

How about instead a force meter. You press a button wait then a meter fills up, you have to press the button again at the right force for a full powered punch.

Then again, that idea is kind of like the swing on a golf game.
In response to Drumersl
The meter idea would be better for jutsus and other things. Typing would be a pain but if you did that then you should have the fighters speed determain how long you have to hit the person.For example a person that focused on some attack and alot of speed fought with a person who only focused on attack when the button comes up the fast person will hit almost every time while the strong person may only hit every ten tries because of no time to hit the button. This will make people actualy think about their stats instead of "hit log hit log destroy noob who only practiced jutsus".
Here's an idea. Did you ever play Monster Rancher, Dragon Seed, or any of those sorts of games?

They had fairly simple combat systems. At every point in combat, you basically had three options: move forward, move back, and attack. When you attacked, the attack performed would depend upon your distance from the other fighter. So there were short-range, medium-range, or long-ranged attacks. Dragon Seed added extra elements like combo attacks: if you did certain moves in succession, you gained combo damage and so on.

The strategy, then, was not about lighting quick reflexes or button mashing skills. It was about planning in advance, picking your attacks carefully, and deciding when to wait and when to strike.

I think such a system could be reasonably built on BYOND. Not too high-bandwidth or precision timing intensive. It's not trivial, like a "typing game" - it actually requires strategic thinking. And there are plenty of ways to hook on additional game mechanics to make things more interesting. In a fighting game like Naruto, I can see combatants choosing different stances, fighting styles, weapons, and so on mid-battle in order to make their attacks more effective and deal with their opponent's strategies.

Hope that gives you some inspiration. And if you've never played Monster Rancher or Dragon Seed, do it.
In response to Lt. Pain
It was talked about earlier but a meter system is not too bad. Used to use them in the old BBS ascii games.

The way it could be used would depend on the level of fight system you had. Is it straigh offense? Do you just throw punches and kicks until your opponent falls? Do you defend at all?

You could put into practice both. Say Gaara is facing off against Rock Lee. Both are in range to attack. Both players go for a kick attack by hitting the kick key. to land the attack they will need to stop the meter in the 'sweet spot'. They both do and a 1 sec animation of them attacking plays out, they hit each other.

Next Gaara tries for a punch now that they are in closer. He hits his punch key and the meter (by the way, all players see the meters as they fight). Rock Lee sees the impending attack and decides to block the attack, and sets a block hitting the block key. Gaara performs the punch in perfect timing, now a meter starts for Rock Lee to hit the sweet spot of the block. A successful block may cause Gaara to be stunned for a second leaving Rock Lee open to set his attack.

This would give you meter controlled combat and specific key reactions too. Go rock paper scissors style and you can have 3 attacks and 3 dodge types with matching bar colors.

The speed of the meters or size of the sweet spot could be in relation to comparative skills or chakra or strength of the attack, it's up to you.

Wow, that actually came out sounding pretty good to me, and I put it together on the spot here.