Prefered fights system

Elexxorine
27 Sept 2006, 20:30
So what do people like the best? I'd like to know this as I'm about to make the combat system for HavenHold, and having come up with several ideas I'd like you know what the masses want.

Note: I really don't like the first option, even though it is the simplist, as I'm going for realism in my game.

Advantage system: Basically as you fight you and your opponant lose and gain advantage points (AP), which is like a measurement how how good you're doing. If you/enemy hit enemy/you or dodge an attack you gain AP, if you get hit or miss you lose. So if you attack some one much better than you, you will lose quickly as they dodge your attacks and hit you hard. 'Turns' would be given to the fighter with the most AP, like if you're getting attacked and hit lots you can't ignore that, turn around a fight like normal... But if the other starts to miss then you will get a chance at attacking. Obviously there will be a cap on max and min AP allowed...

Also if you have another idea let me know...

GameBoy
27 Sept 2006, 21:34
I'm not a fan of turn-based. I prefer real-time fighting systems.

Elexxorine
27 Sept 2006, 21:39
So far people like non-turn based with hp.... good. I like my advantage system very much, it's a neat idea and simplifies real life qiute nicely, lolz.

GameBoy
28 Sept 2006, 08:15
The only turn-based system I liked was the pokemon one. I played Quest 64 for N64 and it was just annoying how all the monsters kept popping up and you couldn't really run away. I'm glad Fable used the real-time fighting system, it was more realistic and less annoying when you just wanted to get somewhere.

I don't think it would really work in a multiplayer game though, a real-time fighting system would work much better.

I suppose if you wanted, you could have the option to have turn-based battles inside special arenas or something.

Elexxorine
28 Sept 2006, 09:46
Maybe... so Zelimos you like pokemon do you? which version?

I might add adreas for PvP in later version but that'll either mean two battle codes or one universal mega-horriable one. I really wouldn't want two completely different battle systems, just the one non-turn based system.

I'm prolly going to make a non-turn based one with hitpoints for now, and might replace HP with wounds later.

The next test release of the game will be for the stats and fighting system. Then I shall create a moderate sized world with a few quests and a dungeon or two and hold the first Alpha.

Yes Alpha 1.0 is not that far away. It'll be private, so you'll need to sign up for it by telling me you're interested. I HOPE to get it out before my birthday as a kind of present to myself for all my hard work since late last year, my coding skills were very poor then and there were several failed game attempts, but that's all behind us now and my skills are up there will the elites.

My birthday is 33 days aways, so wish me luck!!

If you wish to help, please let me know, you name will go on the credits, I promise. I'm not really looking for programmers to help me, Tron has offered to check my codes for me, I'm looking for mappers, people with cool quest ideas, that sort of thing. :P

paul_one
28 Sept 2006, 21:11
"ooo, another player... nice, time to exploit the real-time battle system!"

.... cut+paste, paste, paste, paste, paste, paste, paste, I WIN!

... Why do you think all major games are turn-based?

davidw
28 Sept 2006, 22:08
Real time might work in a graphical game but not in a text adventure.

GameBoy
29 Sept 2006, 03:37
davidw wrote:Real time might work in a graphical game but not in a text adventure.


Wrong.

you can easily use real-time, and stick in a stamina feature that restricts the user to a certain amount of hits in one go.

The question is though... Players vs Monsters, Players vs Player... which are we actually talking about here?

davidw
29 Sept 2006, 07:29
So if you had real time in a text adventure, that would mean you could die because the monster hit you before you had time to type in HIT MONSTER WITH AXE?

GameBoy
29 Sept 2006, 10:56
your typing skills could act as your dexterity/speed haha!

:shock:

Elexxorine
29 Sept 2006, 16:25
Lolz, no.... It won't be true 'real-time', it'll come up with a menu for you to select what to do when it's your 'turn', as in when you get a chance to fight.

We'ro talking v. monsters, but also maybe making it work for PvP too.

You won't be able to 'copy paste' some-one to death, and neither will monsters destroy slow typists, for the above stated reason.

Been writing codes on paper at school today, now typing them up, 32 to go!

paul_one
29 Sept 2006, 18:03
Erm, when creating a system you follow two rules:
simplest,
easiest,

Simplest is the most clear and straight-foreward, cleanest and fastest approach to programming.. You can add a few features in later, once the foundation is built.

Easiest is not creating too much work for you to do. don't re-invent the same function 2031 times!
If you create one piece of code for battling players - and another for battling monsters, then it becomes more hard to debug the code (as there's more of it). It becomes harder to solve issues, as you have to write the solution in two places. and it's NOT straight forward as you have a branch in code, leading to 2 different area's.

So really, there's no difference between monsters and players from a "battle procedure" view.
(even dying, should be done by an object action, which allows the players to die as a ghost and the monsters to go into a room somewhere or be destroyed).

Elexxorine
02 Oct 2006, 09:54
I'll bear that in mind. I will most likely be making it work for both, but at first to keep it simple and get the system working first there will be no PvP.

darkgoddessnight
03 Oct 2006, 16:13
When it comes down to it, I prefer the wound system. In a roleplay environment, for me it makes more sense to die from your injuries instead of dieing because you ran out of hp. It also makes sense to me that you would need to heal the body part injured instead of just drinking a potion and tada you are magickally cured. I hope someone will help me come up with a system like this later for I fear I do not speak code as a second language and I know some of you do lol.
Shadow*