ID:922699
 
Keywords: combat, rpg
I've been out of game development now for a couple of years while I was studying web design at college, but now that I have plenty of free time I have decided to get back into it. So I decided to work on an rpg which is at the pen and paper stage right now.

I was thinking about how I should handle combat in the game, which then led me to consider how other Byond games have handled this. The majority of games would use the basic "Attack" skill which involved holding down a key until something is dead. Next we have the option of a turn-based battle system which can be much more fun, although I only find this fitting in games where enemies jump up randomly instead of being free roaming. Finally we have the combo-moves system in which you use various keys in sequence to land different attacks, though I've yet to come across this in any Byond game.

So my question to you is this, which method of combat would you use or prefer to play in an RPG on Byond? If there are any other methods that I'm missing, feel free to chime in.
There's always the click-to-attack and click-to-cast attack system. Some prefer that method.

The 'combo' method you speak of, I've seen somewhere before. Though I could not tell you where. But a majority of the side-scroller fightign games on BYOND have multiple buttons for attack. Just very few have special attacks you do via combos.

Personaly though, I don't mind any form of combat; if it's well done.
Darke Dungeon has a two-handed combat system. It's basically like a regular attack verb except there's one for each hand, allowing for some flexibility. This is simpler than a fighter style because the combat mechanic boils down to just number crunching rather than deciding on openings, although the fighter mechanic--without so much the combos--would definitely be interesting in an RPG. I say without combos because at that point you've just created a button masher.

The one weakness I find in DD's system is that it's not mage-friendly. You can equip a spell, a spellbook, or a staff to your hand, and the items can store certain numbers of spells. But switching those spells is difficult to do on the fly.
My RPG uses a combo system.

It even has combo breakers.
You seem to be overlooking "auto attack", where you select a target and then your character attacks that target at a predetermined rate. It's like click-to-attack with cruise control.

For RetroQuest, I'm using a variation on this where if your target isn't in range but another enemy is, you'll make the attack against them. This is because combat in RetroQuest involves a lot of moving back and forth and lots of enemies actively try to stay outside your attack range except when they're coming up to hit you.
You seem to be overlooking "auto attack", where you select a target and then your character attacks that target at a predetermined rate. It's like click-to-attack with cruise control.

I myself prefer this method because of BYOND's networking. I do, however, like throwing in hotkeys like in MMORPGs that take the place of a standard autoattack.
Oh, yeah... you've got to have some variation in an automated system or else it's not a combat game, it's just a really inefficient way of comparing numbers. That's a caveat I'd give for any system, but especially the ones that rely on automation.
Lummox JR wrote:
Darke Dungeon has a two-handed combat system. It's basically like a regular attack verb except there's one for each hand, allowing for some flexibility.

I had considered something along these lines after doing some research. I had in mind something along the lines of Skyrim, where you can equip a weapon/shield/spell in each hand.

AlexandraErin wrote:
You seem to be overlooking "auto attack", where you select a target and then your character attacks that target at a predetermined rate. It's like click-to-attack with cruise control.

I did overlook this, and again it's a very efficient method when included with hotkeys like Ter13 said. I imagine something similar to WoW, where casting a spell or special attack will take precedence and the auto attack will resume once said action has completed.

I think the auto attack system does seem to fit in best with what I have planned so far, however when it comes down to it, I will try out some of the other methods to see how they feel. I appreciate all of the input.