Whether we are or not I'd like to throw some ideas in and get a discussion going. Obviously the story and puzzles take priority, but there's no harm in thinking about this sort of thing.
A turn based battle arena style systems would be fun to program. Very old school, and very enjoyable when strategy is involved.
That said, this worked well in games that were combat heavy, no idea how well it'd work in a game that's combat light.
Sword and Sworcery's combat system is pretty cool, it's time based, you click on the sword or shield depending what the thing you're fighting's doing. Also unlike normal games, stuff you fight doesn't get tougher, you lose hp as the endless battles take their toll on your health.
We could also do a text based combat system through a computer interface. I'll give that idea some more thought...
Any ideas on this matter? What are your favourite combat systems and why?
Any ideas on this matter? What are your favourite combat systems and why?
did you play that secrets of immortals game? They had dangerous situations but they were solved by puzzles- you'd either evade or use the environment to kill them.
ReplyDeleteWe don't want a jarring system that takes you out of the game too much, unless we have a lot of combat. I'm not sure what would work , I think a lot of these type of games avoid combat.
Only £4 on steam so I will have a play through after I complete still life and S:S&S first. What's it about? I'm impressed by how creepy looking the monster is.
DeleteIt's hard to explain! Some dystopian future, some cults, sci fi soldiers, monsters, egyptian gods. Its good!
DeleteI wanted this in a new post but I can't on my phone:
Have you payed Sam & Max? The new 3d games are on steam. If I remember right, they had an in game hint system by way of the partner, Max. If you get stuck, talk to him and get a nudge in the right direction. I liked it and it's a good use of a partner.
That's a good idea, I like the sound of that.
Deletedid you play that secrets of immortals game? They had dangerous situations but they were solved by puzzles- you'd either evade or use the environment to kill them.
ReplyDeleteWe don't want a jarring system that takes you out of the game too much, unless we have a lot of combat. I'm not sure what would work , I think a lot of these type of games avoid combat.