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Karnot

Member Since 13 Jul 2007
Offline Last Active Jul 02 2014 12:56 AM
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Posts I've Made

In Topic: Incentive or penalty ?

13 June 2014 - 02:41 PM

Well, that is a question...if i have a set of rules and values that describe a situation within the game, should i make it so that the game also recognizes that situation ? Basically there is really no point for the game to detect "this is a crossfire", the maneuver is supposed to simply work based on the scripting of the enemy reaction.


In Topic: Several 3D environments. How to ?

12 June 2014 - 10:21 AM

Thanks.


In Topic: Incentive or penalty ?

11 June 2014 - 07:26 AM

I was thinking, maybe i should dig deeper into CCG mechanics, and make each "hint card" only usable once per combat encounter ? That will suggest to the player that variety is the only way, instead of repeating the same trick over and over.


In Topic: Several 3D environments. How to ?

10 June 2014 - 01:49 PM

>you have to place all the UI assets at some world position never seen from within the game

 

Is it done in a different way in other popular engines ? I.e. UE, CryE, etc ?


In Topic: Need input on simultaneous-turn-based combat system thoughts

19 January 2014 - 01:00 AM

I see what you mean.

I dont accept your postulate about what multiple slots should correspond to (for example, how does the recent XCOM two-action system fit in your theory ?), but i do agree about the disastrous possibilities of a muddy ruleset. I guess what i'm saying is, i dont understand how what you described is any different from every other game with discrete action system. Are you not making arbitrary guesses anyway ? If you picked up some game today, you wouldnt be able to guess and\or exploit the enemy's actions, therefore some guesswork is involved no matter what, is that not so ?

 

But anyway, if it comes down to being able to predict the enemy's actions with at least partial certainty, like i said, you will always be able to know the enemy's first action in a row, so it's already neither arbitrary nor random.

There are other ways to make it less so, enemies can have patterns, they may react in specific ways to your specific actions, there can be a special command or even a special unit the whole role of which is to reveal every action of a single enemy.


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