As of lately, I have been experimenting with several game ideas that I have floating around in my head. One idea I had was quite similar to Ragdoll Masters, which of course uses ragdoll physics. So after reading countless tutorials and enlightening pages, I failed to correctly recreate these physics. But there is no doubt in mind that I will combat to this idea at a later date.
Ragdoll Masters
I then watched several brutal videos of the indie game, Toribash. I then wondered what this game would be like if it was real-time. Obviously I can not create such a work of art right now, so I thought of a basic idea which is somewhat similar to it.
Toribash
Concept
As you can clearly see, this picture displays the joints and bands. Once the game starts the "doll" will be facing you, his left hand will be holding a shield about the size of two hands while his right hand will be holding either a sword or a spiked ball. If you would like to walk, then you must drag each leg to the desired location. For those who have played Ragdoll Kung Fu, manually having to move the legs in that game is what I am trying to achieve.
I never intended the "doll's" to have air combat (as seen in dragonball z) or be able to jump. Though, after replaying the game play over and over in my head, I realized that this may be a necessity. Just walking back and forth attacking objects/dolls will get quite boring after some time. Since it would be hard to incorporate jumping and having to move each arm fast enough before you hit the ground, I may add a slow-mo feature. Perhaps every time you jump the game will slow down. Since this game will not be tile based, I should be able to use tick_lag to my advantage and still pull of nice looking attacks.
Now the fighting system will need to be excellent if I want to keep a player's attention. I am still writing down ideas but the only thing I have down that may be solid is having players drag their "doll's" sword wielding arm towards the enemy attempting to hit them. Then the player can drag their "doll's" shield wielding arm trying to block a counter attack.
What I am trying to avoid
Now I can imagine this would be a very slow paced combat game and nothing similar to Toribash. Of course, I would have several different types of weapons, but the weapons mean nothing if the game sucks. So what do you recommend I should do with combat? I really want to avoid using the keyboard at all cost, unless it is necessary.
I don't think you'll need keyboard input.
As for it being slow, I could envision a version with simultaneous turns where energy has to be managed in order to move nodes, but I don't know if that's what you're going for.
That said, it wouldn't have to be turn-based to use energy management. You could make node movement cost energy, allow energy to regenerate over time, and allow players to spend energy making time go slower or faster. [Edit: Forcing time to go faster should probably slow down one's regeneration rate.] If a player wanted to pull off some sort of high powered jump attack, they could spend energy to slow down time enough to move in midair.
Overall, you're making me want to revisit my limb-based fighting game, called Martial Parts. It's not based on physics at all, but you jogged my memory. ;)