SO YEAH. HAI GAISE.
Ya'll probably don't remember the game I said I was working on...oh...Jesus. What is it now? Six years ago? Seven?
Abominations: Liberi Deorum has matured in concept and design for a LONG time. I'm trying to determine what platform (Is that what you call it?) to actually code the game on. I'm going to reveal certain aspects of the game piece-meal, so bear with me. To start:
- My Patented "Narrative Combat Structure!" -
Essentially, the game plays more like an interactive story than the typical, Final-Fantasy-I-esque RPG. The statistics are more based on an Oblivion system, adjusting organically to a player's style and acting in a more subtle light. I have actually coded a bit of this in RPG2k, and have the following scenario set out. Hopefully this will give you an idea of what I'm talking about:
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Battle Scene: Barfight
Scenario: You have pissed off some of the local muscle at your local Forghetties tavern, and now have to get out of there.
Heros: Main Character, Supporting Character
Enemies: Thug 1 (Revolver), Thug 2 (Revolver), Thug 3 (Revolver)
Layout:
- You start in the lower-right corner, behind an overturned table.
- The three thugs are in the upper-left behind overturned tables. Two share one table to the left, while the third has his own just to the right.
- To the right is the actual bar, with several bottles still upon it.
- Behind the first two thugs is a Moosehead.
- Behind the third is a dartboard.
- There are two tables in the center of the room, both unturned.
Battle Flow:
- The Bar option -
If you have a high enough Acrobatics score, then this might be the option for you. Try to get behind the bar during your first turn and avoid supressing fire. Then, either use the bottles there as projectiles or else try to jump behind the tables and Melee the two groups of mobsters.
- The Moosehead/Darts Option -
If you have a high enough Firearms skill, shoot the moosehead! It'll take out the first two guys fast. Then, shoot the darts to incapacitate/damage the third mobster for two turns (darts end up all over his body). Just run up to the second layer of tables (gives you a bonus to hit, due to its proximity), and then take him out.
- Fuck it! GET EM Option -
The hardest option, IMO, is to just turn it into a firefight or else try to get to the second layer of tables THEN Melee the mobsters. Because of your distance, and since this is the first fight in the game, you'll have a hard time hitting them. Likewise, just moving to the second layer of tables without the mobsters being dead/incapacitated means they get a Suppressing Fire attack against you.
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This might sound ambitious, but the flow of battle feels very fluid and it isn't terribly difficult to program. When you try to select an option, a little light tells you how feasible it is. Red = Bad, Yellow = 50/50, Green = Good.
The actual damage/stats in combat obtuse. I've taken a leaf from the Bioware games and instead labeled things as "Unharmed, Barely Injured, Injured, Badly Injured, Near Death" rather than a health bar. (Note: There ARE options later on to get info like that).
I've rambled for long enough. Point is, I'm still working on this. Now, here's where I need YOUR help..
...For this combat system. Give me some feedback/ask questions, and tell me: should I include a timer option? I originally did have the idea, and even have the coding for it, I'm just not certain if I should implement it after reading some comments about how people /despise/ timed combat.
Eagerly awaiting replies...
Coo.
wouldn't that type of combat be best suited to a shadowrun-style real time system