Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 06 Aug 2013
Offline Last Active Today, 03:37 PM

Topics I've Started

[Looking for feedback] RPG combat system

Today, 01:54 PM

Hello all,

I'm currently creating a game and I have trouble about the combat system. I made a google presentation, exposing what is my game, and some gameplay mechanics. You can find it here.

In this presentation you won't find other mechanics than the combat related one. The reason is that of this part I am the most unsure, and it is also one of the main feature of the game.

That's why I'll appreciate any feedback, thoughts, remark or advice with a glad ear.

I also would like to know what you think about this format of presentation, is it clear enough? Or is a plain text documentation better?

There should be enough informations on these slides to understand the mechanics, but if you have any question, or you want to know more, don’t hesitate to contact me (on this post, or by pm)

Thanks a lot,


Trend : the return of tactical RPG game

07 February 2014 - 06:03 AM

"Is it just me or I see more and more tactical RPG game?"

I have the impression of seeing more and more tactical rpg project especially on website like Gamedev.net or IndieDB. Some years ago I don't remember seeing as much tactical around. Is this genre coming back? Or has it never disappeared?

Want to share some thought about it?

Stamina system

18 October 2013 - 11:25 AM


For a Tactical - RPG game, I wanted to add a system using stamina. I would like to hear your opinion.
- Each character has a amount of stamina.
- At the beginning of his turn the character regain some of his stamina. The amount of stamina recovered depends on the previous situation the character is in. If he is surrounded by enemies, he will regain less Stamina, than a character who is safe.
- Each action cost a certain amount of stamina.
- The stamina is taken into account for most calculus. (for example : damage = Force * stamina)
- When a character take a hit and is about to die because of it, he has a chance to use a large amount of stamina to evade the attack or reduce the impact of the attack. If the evasion don't work, he die. If it work he is safe but exhausted.
- When a character is hit, he lose some hp and stamina.
- A character can burn more stamina to perform some action (a supplementary action, a special action)

- A character can burn its stamina max to be as effective as if he was at full stamina for one turn. Afterward, he will lose his stamina max, and lose a lot of stamina. (Something like, 1/10 stamina left, and stamina max = 5) It's only for the duration of the fight.

- Your maximum stamina depends on your health state. An injured character has only 60% of his stamina max.

And there is the analyse I made for this system.

The + of this system :

- No more over-powerful unit, if he is tired, he became as weak as anybody.

- You have to take care of your character, they are more fragile.

- More comeback possibilities. "Ok, I'm cornered, I will go all out and burn all of my characters stamina to perform a big offensive!"

The - of this system :

- Slower. They may be situation where you'd rather wait that all your characters have full stamina before moving.
- No more over-powerful unit. Even against weaker enemies, you can exhaust your more powerful character. And render him useless.

Thank you for reading.

How to stock large amount of data for a game

10 September 2013 - 01:27 PM


I tried to make the title as clear as possible but there is a little explanation. In some type of game such as RPG, there is a lot and a lot of information. It could be dialog, object description, or informations about a spell (name, cost, damage, effect, etc...)

My question is : How do these informations are stocked. They could be hardcoded, but I thought that parsing text files would be better. What is your opinion?


[Unity3D] Foot placement for Quadruped

10 August 2013 - 06:39 AM


I'm working on this little creature creature animated with Mecanim for a study project.


I would like this creature to take into account the terrain's relief when moving. It is similar to the Locomotion System, but this one is not compatible with Mecanim. So I'm trying to make my own primitive system.

I first work on a bipede, with it had some kind of result (far from perfect, but it was a start)


But on a quadrupede this is a different story

I had to freeze the rotation in x of my model (by adding a constraint on the rigid body). Without it, my model was sent flying all over the place whenever it moved on a hill from the wrong angle. (true story!)

And because of the constraint my model is still straight on a slope (like, "yeah I have powerful abs, deal with it!"). To resolve this matter, I thought about modifying the spine of the character to make it always at the same distance from the ground.

Another solution would be to make the rotation myself, by calculating the distance from the hip to the ground, and making an according rotation.

That's it. I'm stuck on this problem, and if anybody has an advice, a word, anything that can help me, I will be extremely grateful.

Thanks for reading this message and I whish you a pleasant day.

DudeImaFlying!.PNGDude! Ima flying!

Ps : I already posted this message (or close enough) on the Unity3D forum, english and french. I hope nobody will take offense ^^'