Sword Fighting - RPG

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77 comments, last by Nazrix 23 years, 5 months ago
What if in a medival type game when sword fighting getting stabbed a couple times was as deadly as it would be in real life? I was thinking it would be interesting if in melee both individuals fighting would be trying to score a hit, and trying to parry and use their shield to block the other''s swings. Getting hit once could be quite devistating. The game I am currently making is a 2D game BTW.There would be the possiblility of aiming at specific parts of the body. Also, when the enemy is in the middle of the swing the player can choose to block w/ sword or shield (each would be a seperate button but I haven''t thought much about controls yet). Let''s say for argument''s sake that the enemy''s swing takes 7 frames or steps, I was thinking the player could have that long to choose to block it. So, if the player hit the block button at any point during that swing he''d block it (I was also thinking of perhaps having a parry or shield skill that would determine whether it actually gets blocked, but the player would have to choose the block action to have the parry skill checked). Also, this would allow for some stategy. The player could block a swing with his shield then while the enemy is still recovering from being blocked the enemy would be open for a hit possibly. Also, the player could step back during the enemy''s swing and then attack while the enemy is still in mid-swing. It would take some messing around to get the right balance for the AI to make it so the enemy is not too easy or hard. If the enemy can block every hit then it would be too hard...and vice versa. Also, there could be a sword skill that determines how quickly you can swing (which would give the enemy less of a chance to block it perhaps) and so on. Also, if the enemy or player is hit in the arm, it could slow down their swing and if they''re hit in the leg they''d walk more slowly. If they''re hit in the head it could be quite devistating after one or two hits. What I''m envisioning is that a fight would have lots of swords clanging with the combatants carefully trying to keep the enemy''s sword away from them. Just a few good hits could mean death for either of them. It is just a loose idea, but how''s it sound? """" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix "If your parents didn't explain this one, I'm not going to." --Felisandria "You know you're cool when you're in Nazrix's sig :) " --Martee Need help? Well, go FAQ yourself.
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
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Also, I think I should add that I'm thinking of making my game sort of under the Landfishian philosophy of combat where combat is deadly and will have a definite purpose. There wouldn't often be enemies coming at all sides. It would usually be one on one a lot of the time. If you're fighting more than one person than you did something really wrong to get that kind of reaction.

Anyway, how many people could fight 4 or 5 well-trained enemies at one time?




"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig " --Martee
Need help? Well, go FAQ yourself.


Edited by - Nazrix on October 15, 2000 7:10:07 PM
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
quote:Original post by Nazrix

Anyway, how many people could fight 4 or 5 well-trained enemies at one time?



Absolutely no-one. Not even Bruce Lee. By his own admission.
======"The unexamined life is not worth living."-Socrates"Question everything. Especially Landfish."-Matt
This is why I believe that you need NPC''s as creatures. NPC''s with GOOD intelligence (good is better than what they have at the moment. Great intelligence is what I would like to eventually see) that makes them a hazard to tackle. You need only face one and it would wear you ragged before you kill it. This is why I would like to see tactics come into fighting. This would also include location based fighting and a tiring aspect for fighting. I am still unsure as to how you would handle the actual sword fighting and how you would warn the player about where the creature was going to attack (so that they could parry). I am definitely all for the idea of ''real'' ish sword fighting

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          
I definitely agree, dwarfoft.

I was thinking as far as blocking/parrying, the player wouldn't have to worry about where the swing was coming from...he'd just have to choose block in time to intercept the swing. Maybe a 3d game could let you see where the swing is going, but a 2d game would be much harder I think.




"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig " --Martee
Need help? Well, go FAQ yourself.


Edited by - Nazrix on October 15, 2000 7:44:27 PM
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
That was what I was thinking, though how you choose location based is beyond me. I was thinking of 'slashing' the mouse across the screen and it did different things according to how your mouse attack went. It would also mean that you could specialise yourself to a different attack or generalise on the whole lot of them. I would like, though, to see it move away from the mouse altogether - although I am not sure that there is anything that is much better at the moment than a mouse. hmmm...

Example:

Top left to bottom right means a big slashing cut from the top to the bottom. Top left-right means a swing at the head. Bottom left to right means a slash at the legs. As for lunges, I guess you could just have a single click at different points on the screen to do it (without the slash across the screen). As for a block? The right mouse button?

-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          

Edited by - dwarfsoft on October 15, 2000 7:49:31 PM
Yeah, Daggerfall used the mouse in that way, but the attacks were not location based. You haven''t played Daggerfall yet?


"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig :) " --Martee
Need help? Well, go FAQ yourself.
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
pickup a game for the playstation called bushido blade. play it. it is mucho cool. everthing you are talking about is dealt with in this game. even though it''s 3d, i''m sure it can be applied to 2d.

[Formerly "capn_midnight". See some of my projects. Find me on twitter tumblr G+ Github.]

Bushido Blade does sound pretty cool...now all I need is to buy a Playstation.


"""" "'Nazrix is cool' -- Nazrix" --Darkmage --Godfree"-Nazrix" -- runemaster --and now dwarfsoft" -- dwarfsoft --pouya --nes8bit --CmndrM " -- Nazrix
"If your parents didn't explain this one, I'm not going to." --Felisandria
"You know you're cool when you're in Nazrix's sig :) " --Martee
Need help? Well, go FAQ yourself.
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
For a control system you could have a button for high, middle, and low slashes and then when you hold down a different button (like the shift key) the high, middle, and low slashes would turn into high, middle, and low jabs. Then for the defensive side have a high, low, and middle block. With practice the user would learn when to use each block. Other keys (arrow keys) could be used to move.

Another way to do that would be to have and attack button that alone did middle attacks and when pressed with the another button did a high attack or a low attack. Well I could go on but you get the picture.

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