Too many games out there have a very cliche and plain fighting system. With a limited variation of attacks (like three) or even just a single button which serves as every attack in the entire game, making battles between characters and creatures a simple question of who has more strength, and who can click faster.
Originally i was thinking of using an 8 directional combat sistem, using slashing attacks primarily, then elaborated on it with 8 directional blocking, parrying, feints, thrusts, and duel wielding, but im afraid that it wouldnt be very user friendly. And im havinmg trouble coming up with a way to simplify it, while keeping it difficult to master, and challenging.
In the game, fighting a goblin would be little challenge, as they lack combat skill, and could be decieved with a simple feint-thrust or equivalent maneuver, however fighting a skilled assassin would be a nearly impossible challenge to even a skilled gamer.
Additionally, I would like being hit to have more realism as well, so that if someone is wearing a helmet, and you hit them in the head with a sword, it does almmost nothing, but sliding a dagger between two plates of armor has a much better effect.
This poses an issue, ideally you would be able to swing your weapon in any direction you please (not just 8) and have to strategize your attacks based on how the enemy is fighting, and the type of armor they are wearing, while still being easy enough to use.
Any ideas on how to accomplish this?
P.s. Would you consider a combat system like this fun and challenging? youwould need to read your opponents attacks and respond quickly to survive.