I like to work on many things at once, it keeps me going, because if I work on one thing for too long I get board. Maybe eventually this horrible cycle will turn out to be good.
Anyways..Ive started icons for a idea I had. Fencing! for byond. Bascially players sword fight.
When they agree to a test of skill they get into a single combat seniero. (Excuse my spelling)
Its turn based like final fantasy. Each player decides if they want to like thrust, guard, parry, upward thrust, ect.
If the other players is guarding, it lessens the attack damage, if they select the same attack as the other player both attacks are nulled out.
But it wouldnt be any fun if all players did was sit there and stab at each other. So I need some more ideas for it. Anyone have any suggestion?
ID:153589
Sep 4 2003, 3:31 pm
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In response to sapphiremagus
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sapphiremagus wrote:
If you're going for fencing (and by that I assume you mean the sword play skills developed for duels of honor, etc, and not combat sword play), having the combatants advance and retreat along the 'line' would be interesting. Even if it's a purely visual effect, although you could turn it into a tactical one easily enough. Advancing increases the 'damage' done if you hit, but leaves you open, retreating does the opposite, etc. If you're measuring distances in increments smaller than the amount of space occupy (i.e., if players are 1 tile across, let them move in 8-pixel increments [quarter-tiles]), then you could assign different ranges to various attacks. The classic Microprose game Pirates! does this in its fencing system; although that was a real-time system, it could be adapted in a turn-based system easily enough. Its fencing system also had attacks execute at different speeds; low jabs were weak and had a short reach, whereas broad overhead slashes would do more damage and reach farther but take several times as long to execute. You could emulate this sort of system by having most maneuvers take multiple "turns", and/or give different attacks an "initiative" rating; a fast jab might do less damage but be capable of interrupting slower, more powerful attacks, for example. |
or you could just try to make it like rock paper scizzors,different attacks null out others while leaving you defenseless agains other attacks.
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Well, I'm not sure if you're talking about fencing as a sport, or fencing as in combat with swords (specifically swords that you thrust with). Either way, the combat should take place from a side view. In fencing you're either moving towards your enemy or away from them. It would be the same in a swordfight. So, you only really need one dimension of movement.
The fencing would be on a 7x21 field, probably, with each person starting two steps outside the attack range. It would be turn-based in a way, with each combatant moving once per turn, entering the command at the same time. So, you either advance, retreat, lunge, parry, thrust, or dodge. There could be other attacks too. The combat model is really up to you. It would be nice, though, if attacks would have different effects at different ranges. For example, a thrust would be easily blocked (and probably riposted), whereas at a closer range it would be harder. Players should be at least 2x1 icons, preferably 2x2 or 2x3. It will allow the level of detail that would make it look nice. In fact, this would work a lot better in realtime, though turn-based could work. I'm done. |
If you're going for fencing (and by that I assume you mean the sword play skills developed for duels of honor, etc, and not combat sword play), having the combatants advance and retreat along the 'line' would be interesting. Even if it's a purely visual effect, although you could turn it into a tactical one easily enough. Advancing increases the 'damage' done if you hit, but leaves you open, retreating does the opposite, etc.
Play around with it a bit, see what works :)