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00Kevin

Member Since 12 Oct 2005
Offline Last Active Jan 15 2014 12:57 PM

Posts I've Made

In Topic: AI Bots- Why are they hardly used anymore?

03 May 2013 - 01:37 PM

I loved battlefront 1&2 even though it had stupid AI bots.   Killing them in multi-player was part of the fun in that game.     The more stuff to blowup and destroy the better. 


In Topic: Don't like ending games

17 April 2013 - 09:51 AM

Sadly, may RPG's only let you create character(s) once.  It's odd that a large amount of development effort goes into the character creation process and yet it's only ever used once at the start of the game.      

 

I guess you could handle character death like XCOM does.   


In Topic: Don't like ending games

17 April 2013 - 08:32 AM

Didn't Phantasy star 3 or 4 have generations of characters?    That idea is not new smile.png

 

Edit:  Yes, it was Phantasy Star 3: Generations of Doom 

 

http://en.wikipedia.org/wiki/Phantasy_Star_III:_Generations_of_Doom


In Topic: Turn Based Action Economy

12 April 2013 - 09:54 AM

I guess the key element that was missing is that you cannot use the same weapon twice in the same turn. Now that's a lot more interesting from a decision standpoint.

 

Yes, each action has a MaxUsePerRound limit.   Attacks have a value of 1 and get grayed out after use, but movement is unlimited.   A talent might increase that value.


In Topic: Turn Based Action Economy

11 April 2013 - 12:05 PM

I don't think it would be dull or boring if the game does most of the work.   Having an interface that's clean and non-tedious is key.

 

Lets say I have an insect Android character with 6 arms and a nasty bite attack.  That's up to 7 attacks without considering movement and special maneuvers.  Obviously having to make 7 individual attacks and selecting options can get very tedious and dull.   

 

Here is one solution that might solve this problem.  

 

A turn would look like this.

1.  Select Target

2.  Clicks on the Feint Maneuver (adds to queue)

3.  Clicks on Trip Maneuver (adds to queue)

4.  Clicks on weapon attack #2 - slashing (adds to queue)

5.  Clicks on weapon attack #4 - bashing (adds to queue)

 

6.  Player presses the attack button and watches the animation sequence above unfold against the target selected.  

 

7.  Player moves the unit 2 squares and selects another target

8.  Clicks on bite attack  (adds to queue)

9.  Clicks on weapon attack #5 - bashing (adds to queue)

 

10.  Player presses the attack button and watches the animation sequence above unfold against the second target selected.  .    

11.  With all AP's spent the player clicks on end turn. 


 
Now, at this point the game will remember all the sequences created previously and present them to the player on his next turn.  

 

On the next turn the player can simply press one button to perform the same sequence of attacks.    These sequences could even be created during non-combat game play.  

 

As for the hidden combo options I was talking about previously.

If you selected the Trip and Shield Bash maneuvers ( in that order) it might give you a chance to also push target back one square.  In that case, floating text would appear over the creature saying "Slamming Knockdown!"   Like wise, a jump maneuver and a weapon attack would give you a "Rising strike" bonus.   

 

Anyway, I need to think about this more and then prototype an interface for it.   


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