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Combat Engines...

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Hi all, I have come to the point in my game where I really need to start thinking about combat engine and skill system. The game is an RPG, so the combat is swords and shields etc. I need to figure out a good solid combat engine with the right math to make it all look realistic. So, I have hit a brick wall, not sure where to go next, does anyone have any good sites with combat engines discussed, some examples of how other people did it? I tried looking around myself and came up with a few but they were way too simple and not really too effective. Thanks in advance, - DBridle

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Have you looked at my sword-time desing?

seriously though, How many people do you plan on having in combat at any one time?

George D. Filiotis
Are you in support of the ban of Dihydrogen Monoxide? You should be!

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What I suggest you first do is lay out what sorts of things you want to see happen in combat, THEN construct a system. As in, what do you want players focusing their attention on, and what do you feel is fundamentally important to the gameplay.

Once you do that, a system should be really easy.

You say you want it to look realistic, but thats almost more of an art and programming thing than a game design thing, really. (mostly)

Tom


Edited by - Zileas on February 4, 2002 11:22:28 PM

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Lets see, the game is an RPG and I have been working on the Class Heirachy for a while. All the stats are figured out, the game engine is written. The only 2 things left to do for the prototype are some graphics, sound and the combat engine.

Let me define what I mean by combat engine. Someone hits someone else with a certain damage sword. I have the factors that should come into play, but I cant seem to come up with a good system for calculating damage, misses, critical hits etc. I know I can randomize to a certain extent, but the underlying calculations still need to be there.

I have been messing around with some numbers but I''m nowhere close, I''m really just looking for some examples.

- DBridle

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This is typically a game design problem (NOT a programming one).

First of all, take a sheet of paper, and write every parameters which are supposed to influence the fight.
Make your equations in order to have a good balance between random numbers and stats influence (for example if a player is never able to hit a monster then the design is bad).

Have you ever played role playing games with pens and papers ? Could be a good inspiration for writing a combat engine.



------
GameDev''er 4 ever.

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I've wasted 2 weeks working on design docs ideas about battle engines which I'll not use in the future.
If you wish you can buy me the © of it. However it'll be complicated to program it.

The design has text, images and other stuff, it pretty much examplains every little detail about the battle system (2D).

Telmo Amaro

Edited by - Telmo_Amaro on February 6, 2002 5:49:00 PM

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Guest Anonymous Poster
quote:
Original post by Zileas
What I suggest you first do is lay out what sorts of things you want to see happen in combat, THEN construct a system. As in, what do you want players focusing their attention on, and what do you feel is fundamentally important to the gameplay.



Yes, I totally agree, this is something I always say to just about any topic. Goals first. Broad goals but also specific goals. Just think about what you want to see happen. For example:

1) How big should the difference be between different classes, different armors, etc. How well should an "average" fighter do against a "really good" fighter? Never even hit? Do 1 point of damage?

2) How often should critical hits happen, how much damage should they do? Should they be able to turn the tide of battle? Should they happen more the better you are (effictively giving higher level characters even more advantage) or the same for everyone?

3) How long should a typical battle take, etc etc etc.

Just imagine how you think the battle should play out. It helps to examine some extreme cases (very high vs. very low level, for example) to see how your system will work in general.

There is one concrete thing I will say to look out for. Say the damage formula is just

damage = my attack - your defense.

So, for example, if my attack is 100, and yours is 99, I do 1 point of damage.

The problem here is, if I go up one level and now say have an attack of 105, I went up 5% but I do 6 times the damage I did before! You see this often in games where going up one level makes a huge difference. You might find that you can compete with someone your own level, but if they get just one or two levels ahead they become a monster!

This has advantages too though, like each level up can really feel like a lot in the right circumstances.

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Q1: What are the combat stats (ex: strengt, damage, defence...)?
Q2: Are any magic stats in your game?

Put them here and I will find some relations...I hope.

-----------------------------
Codman - "The source for all things"
"We design for eternity"

Mail: Codman_Wu@personal.ro

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