Best, simplist combat system

Started by Mr Jake, Thu 26/06/2003 21:15:34

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Mr Jake

What do you think would be the best combat system for a game? I want a simple to understand and script one, and I want (if possible) a range of weapons with different powers avalible...

What do you think would be best?

Captain Mostly

#1
The only easy-to-script combat possilbe in AGS is the patented Larry Vales Boxing system. You could make it so that weapons were inventory objects, and by right-clicking with one active you trigger a different power than if you left click with it...

just a suggestion...

EDIT:
Sorry, I've assumed that by "a game" you meant "an AGS game"... I now see this might not be the case...

Mr Jake

It is a AGS game and I want it to be slightly more interactive then P:DA but not quite RPG style

Captain Mostly

you could knock up a load of extra GUI's that appear when you entercombat... Then you could pretty much rig it so combat could work any way you wanted (although first person shooting would have to suffer limited movement).

AGS (like pretty much all programming languages) is terrifyingly flexible, and with a little imagination you could do whatever you want. The only problem is that for every minute of imagination you put into the game design, you'll have to spend around 5 hours programming...

What kind of combat would you like best? It's not likely that you'll be able (or perhaps willing to spend enough time to) achieve it precicely. But you can be sure it'll be possible to wack together a stripped down version of it (given enough time and dedication). Are there any games you want to mimick? Maybe you should come up with an entirly new system of combat (it's really not hard to dream up a new aproach to something! Why not give it a go? The worst that can happen is that it's wrong and you don't implement it...)

Mr Jake

I think I got a idea, I see if I can program a demo using 2 rogers.
May take a while....

Squinky

Demonslayer one had a crappass buggy combat systyem, but it, and the game itself sucked ass....

basically I set a hotspot to move the character forward to attack with anyclick....
Then I moved the char forward, had him attack (something like if random 5 equaled below 3 then he'd take off a random amount from a global int that eqauled the baddies hit points) then I always had the bafguy go next, and use a similair system for the baddies attack...

thats was it basically, utterly simple. I had some major bugs withit though, but that was before I knew what  the hell I was doing. if your interested in the script, you should check out the game and let me know...

it's available at the site in my signature...

Mr Jake

Thanks

Ive got some good ideas but one thing isnt right.. what about the player character getting killed? like I said I dont want a RPG system, but I might have to :(

MachineElf

Just because he's beaten doesn't have to mean he'll die, right? You can just make him flee automatically or get i real deep trouble if he loses a battle and then to advance he'll have to go through battle again.

I actually started making an RPG in AGS. I might do something about i eventually. The hardest part is definatley making a decent AI. Making an easy combat system wouldn't be too hard, really. You could also check out my rather crappy action game Mid-Town Shootout (should be on the games page). I can give you the source for it, but it's for a way old version of AGS so there's probably not much use.
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