anyway on to my post.
I work on a 3D Action RPG in my spare time, [here's] a gameplay video of it so far, yes it's too fast and messy but you get the idea. The game is thought of as a 3rd person game but 1st person is also included (to please players' preference).
It's a single-player game, but thought of as if AI players were human players (ie. they're not lesser unarmed monsters, they have the same moves as human players), and even as a PvP multiplayer game (future feature).
I'm a regular at the UDK forums and a few days ago someone (who I sometimes even talk to on skype) posted his WIP thread, and while his game was purely action, the fighting system idea was similar to what I have/want (basically a slightly different + improved version of Mount & Blade's). I asked what his ideas for improvement were but he wasn't up for the design discussion, and I was left wanting to discuss it.
So basically I have something similar to Mount & Blade's melee and ranged combat. Mine is slightly faster but still without becoming confusing (at least that's what Im trying to). Blocking is just like M&B's automatic blocking mode (ie. you don't have to direct your parries, just time them right).
Improvements on my end including the ability to use a roll move as a dodge, and using A+click / S+click / D+click (only if you're standing still, doesn't work if you're already moving) to do a left / backward / right attack, to make up a little for the fact that regular attacks are always aimed to the front which limits multi-enemy combat very much.
For those (few) not familiar with Mount&Blade's combat, you can choose one attack of 4 possible ones: left-to-right slash, right-to-left slash, up-to-down slash, and forward thrust. this is done by moving your camera-controlling mouse to the left/right/up/down and then clicking the mouse button. might sound a little dizzy-involving but after 3 minutes of getting used to it, it works quite good.
I've also thought about using combos but I'm not sure it fits with the whole "I control the direction of the attack" concept. Other games like Skyrim, Prince of Persia or Assassin's Creed base their combat attacks in combos which, while they encourage a click-bashing experience and no strategy, keep things a little interesting visually (except for maybe PoP: warrior within whose combo choices in theory make you think of strategy, though it is itself discussable because in the end using one combo instead of another would cause very little difference strategic-wise).
So how would you tie in combo features in a M&B-like control-attack-direction system? would you at all?
My proposed idea: after an attack, tie-in the best next attack choice in a better way, and to impose a penalty for the worst next attack choice. For example: say you do a sword slashing attack from right to left. the best next attack (based on body/arm/hand flow logic) would be to do another slashing attack, this time from left to right. the worst next attack would be to do the same right-to-left slashing attack again because it'd require the body+arm to re-position again at the right side to start the attack. doing an up-to-down attack or a thrust would cause no penalty, or mean any advantage.
so penalty, advantage? well the penalty for choosing the worst next attack choice would be that the attack would take much longer to get executed, while the advantage for choosing the best next attack would be a much faster next attack, maybe with a different attack animation to keep things visually interesting.
all of this would need to be explained to the player by the "tutorial trainer guy" in-game
I've also thought about a 'Dark Messiah'-like push/stun kick (which I think was later introduced in M&B, but I can't be sure) and other 'Dark Messiah'-like situational moves, and maybe a hold-click power attack.
I'm here to discuss though, so I'm ready to hear what you guys have to say
Edited by Chosker, 27 September 2012 - 08:34 AM.






