Game design: Getting stuff done and combat
12 years ago
Heyaa
So I did few all nighters and somehow managed to bang together a working game client. Well mostly working, It's still missing the fighting part (most of the content is still missing too). Map, encounters, dialog, storythingies, image loading, most things work now.
This game client is pretty lightweight on it's own and only contains the code and the UI elements, practically everything else (stats, enviroments, characters, dialogue) is hosted on a server where they can be updated without touching the actual client. Client should load up pretty quick too. There's some downsides to this as you probably need a decent internet connection to play this game without massive frustration and if the server is down, so is the game :\
I've tried several different appproaches to the fighting system but I'd like to have some pointers and suggestions for a turn based fighting system. It's most likely going to be one on one fighting (but might implement larger fights).
-Things you don't like.
-Things you like.
-Fighting systems you find interesting.
The fighting is probably depicted pokemon style with silly particle effects and sliding images :D
Also taking suggestions if you guys want to see some girl from my gallery in the first release.
So I did few all nighters and somehow managed to bang together a working game client. Well mostly working, It's still missing the fighting part (most of the content is still missing too). Map, encounters, dialog, storythingies, image loading, most things work now.
This game client is pretty lightweight on it's own and only contains the code and the UI elements, practically everything else (stats, enviroments, characters, dialogue) is hosted on a server where they can be updated without touching the actual client. Client should load up pretty quick too. There's some downsides to this as you probably need a decent internet connection to play this game without massive frustration and if the server is down, so is the game :\
I've tried several different appproaches to the fighting system but I'd like to have some pointers and suggestions for a turn based fighting system. It's most likely going to be one on one fighting (but might implement larger fights).
-Things you don't like.
-Things you like.
-Fighting systems you find interesting.
The fighting is probably depicted pokemon style with silly particle effects and sliding images :D
Also taking suggestions if you guys want to see some girl from my gallery in the first release.
FA+

For group fights they make the entire mob one monster, statistically, with lots of HP and attacks. I like that because it keeps the player from having to wait 50 turns before it's their turn again.
One problem I've had with many text based fight games is the lack of *useful* options. They give you plenty of options to do something, but many of these options - while awesome and I wish I could use them - are shitty compared to the one or two other options that dominate all fights.
I'd suggest catoring to the 3 basic play styles. The fighter dude who shield bashes and smacks things. The sneaky-rogue dude who uses daggers / bows and throws pocket sand in your eyes to sneak away, and the mage dude who casts utility spells and blasts things with lightning.
It'd also be interesting to have certain skills be useful outside of combat. For example, a sneaky-dude might have a skill to let him pick a lock to skip a certain encounter.
My other thought to add strategy is to go with weaknesses to certain status ailments. Say, some monsters are vulnerable to sleep effects, poison, paralysis, berserk effects, slowing, confusion, blindess, etc. And you determine these weaknesses through either learning the monster's biology or getting it out of them in dialogue. These I think would be more interesting than typical elemental weaknesses. You might even extend it with certain enemies having different ways of healing themselves during battle, that you can cancel out or slow down with the right ability (like poision canceling a natural regeneration, or stunning or paralyzing a foe just before a every-5-rounds large heal) Without taking advantage of these weaknesses, it's just a matter of who's HP drops first, and grinding easier fights to level up.
As for recommended babes, I vote for all the lizard-like ladies presented here:
http://www.furaffinity.net/view/8946994/
http://www.furaffinity.net/view/8947006/
http://www.furaffinity.net/view/8947057/
http://www.furaffinity.net/view/9620862/
(Though, knowing most of your monsters, I hope we aren't forced to fight and kill any of them )
As for your sexy-ladies in general...
1= http://www.furaffinity.net/view/9056371/ -WIP for Story2-
2= http://www.furaffinity.net/view/10817720/ -WIP for Story-
3= http://www.furaffinity.net/view/8954394/
4= http://www.furaffinity.net/view/10502935/
Thanks again for posting, Mean; stay burnin'.
hmm some suggestions would be
1= http://www.furaffinity.net/view/5362100/
2= http://www.furaffinity.net/view/11473197/
3= http://www.furaffinity.net/view/10817720/
4= http://www.furaffinity.net/view/7125629/
Good luck ;)