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New Combat System - Alpha Test



This is a test of the battle system in alpha version.
I want to know what I could to do better in the core system of this battle. Remember that I would add parry and dodge possibility for the enemies and for the player.

The swords could to shock if the attack happens in the same time, I think that could do a lot of fun and variations for the battles.

Hope that you could say what you think about the video. Thanks for watching!

Posts

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Looks good!
Are you still doing this in Rpg Maker VX Ace?
Overall I like what I'm seeing, but the long charge time that comes along with the attack is going to get very old very fast. Since this seems to almost always kill in one hit based upon what I see, you could either offer up some faster, weaker attacks to go along with the slow but powerful attack. Just a suggestion!
Yeah, I agree with pyro. That buildup to the swing is preposterous, both in gameplay and IRL concept. Of course, this could just be a quick-build to show off some slick moves, and you're already planning a meatier combat system, but that was my immediate caveat.

Otherwise, it looks just as phenomenal as the screenshots would have us believe :D
author=Scalytank
Looks good!
Are you still doing this in Rpg Maker VX Ace?

Thanks Scalytank!
Yes, I'm doing the game on rpgmaker vx ace.

author=pyrofiend324
Overall I like what I'm seeing, but the long charge time that comes along with the attack is going to get very old very fast. Since this seems to almost always kill in one hit based upon what I see, you could either offer up some faster, weaker attacks to go along with the slow but powerful attack. Just a suggestion!

That is not the only attack that I will add in the game but unfortunately is the only one that I have done and works perfectly now with the battle system and colisions.

Each weapon type will work and have different animations, colision's distance and different time of execution.

The player could learn abilities that can be used in the combat, like the ones to improve their attack speed, defense response, and a lot of things more, like magic, and I will try to do a lot of great magical effects that would add a lot of variation.

The enemies in the vídeo were configured to have a very low health bar and low AI, just to be easily killed in the vídeo. But in the game, every enemies will have a random health, that varies by their level, that could be random or definitive. It's possible to encounter a Strong enemy that could make you a dead man with just one attack...

I'm planning too, to add some attack options by regions, like, a hability that you could pause the game and choose the place that you want that your attack hit in the enemy body. This system will be very similar to the Vault system of fallout 3, if you hit in the enemy arms, you could to disarm the oponent, if you hit the armor can to destroy it protection, ruining it efficiency. That possibility will bring a lot of good options for gameplay, making the strategy in a high level in the battles that the enemy seems superior in skill and strength.

But this last system is only in paper by now.

The magic effects will be made by particle scripts software, the same used in the cinema. And with each magic, we could have diferent death animations, like the body taking fire to the ashes or exploding in pieces...

And I'm working on the enemy TYPE system, for example, you have two enemies that are from different factions that are enemies too, they are fighting with you but they will fight themselves if had a oportunity in the battle. Humans Type, Nations Type, Monster Type.

If you could not to fight a bigger monster, you could attract them to a city and make the soldiers to attack and help you to fight the monster. You could too, to attract the monster to a group of different monster species, and it will be attacked by them, helping you to defeat it.

author=Dyhalto
Yeah, I agree with pyro. That buildup to the swing is preposterous, both in gameplay and IRL concept. Of course, this could just be a quick-build to show off some slick moves, and you're already planning a meatier combat system, but that was my immediate caveat.

Otherwise, it looks just as phenomenal as the screenshots would have us believe :D

Thanks Dyhalto! Well, like I said before, I like that you point the things that you think that could help to do a better gameplay. I will correct this animation and make the buildup optional, like a charge for the attack, if you left the attack charge to the max, the attack will be stronger, but if you just tap and let out the attack button, the attack will be executed speedly but weaker.

I think that could be a good solution, and I will add some shield's bash attacks, that will do a good add to the battle, like parry moves to put the sword of the enemy out of way for a good counterattack! I have so many ideas, but just not have so many time for them... = /



I'm only limited by the time that I have for the game development...

I'm working for 12 hours by day... and the time that I have for rest, I'm working in the game.

If I had a contact on the EUA or UK, I would to put the game on kickstarter and after that I could to work exclusively in the game, with a good finantial return, off-course, because then I would at last pay my monthly bills and maybe to eat a littlehuahuahuaa.
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