so, I saw a post talking about the stuff that we don't want to see and we want to see in fps's, and since I work on rpg's, having something that specifically speaks about them will be cool to have, so, questions incoming
combat
so, combat, a very important subject when we talk rpg's, and honestly one, that had been bothering me for a while, I did rattle on a lot nowadays about how I'm working on an rpg yada yada yada and pretty sure anyone that knows me is likely sick of it lol so lets get straight to the point
so when I worked on it I had to consider a lot of points.
realtime vs turn based?
so most people will instantly scream real time, however as a developer this is not simple to do, because there are so many unanswered questions
as an example the biggest question of the day, how? Most people I asked will just tell me we prefer real time combat but when I asked for the how I mostly got an, Umm, I don't know? So it made it quite difficult to think of any
we do, have some examples, yes, but I found out that most are disliked within the forum, obviously, everyone knows the hate for anything that is played like a blind legend or apparently the vale, since it, according to them is boring and everything, and I do see that.
another choice is the mist world style where you afix skills to a shortcut key and use them by pressing the keys, however, I found out that it's also disliked, at least by the phew people I asked
so here's the question, how? Exactly? I know most are looking forward to a super complex system of combat that could be found in mainstream games, however while some of it is possible in a degree some of it could involve physics which might complicate things
another interesting question is, considering most rpg's are topdown, we need to put that into consideration too, for example, throwing someone into the air might no be possible considering there's no air in the first place :smirck:
turn based combat
to the boring choice according to most, and the most widespread, turn based combat
while most think this is easy it sort of, actually isn't, to be honest with you, while working on this a lot of times there was something in my brain that nagged at me that realtime combat will be so much easier to slot in compared to turn based combat, which is actually strange but I had a feeling.
regardless, as I saidit's not so easy either, there are a phew things to consider
- turn structure, should it be always main character or based on a speed stat like manamon as an example?
- should there be, a fuel for skills/spells? As an example, mana? AS an example, you have 10 mana, a spell costs 2 mana, you cast it and lose 2 so you have 8, or should it be usage point based like manamon? Or something else different?
- if mana or whatever it might be called, exists, should there be regeneration? As an example, you regenerate a rate of mana every turn? Or should you rely on healing points? This is actually one of the things that left me in a delemma because on the one hand, regenerating might get out of control and make mana sort of useless because you regenerate very fast, or very slow, or the other point where you fightt something and don't have mana so you would just die out of that.
navigation awareness
So navigation, there are a lot of ways to go about this
- Wall tones, looping door sounds, etc, like the VGStorm games
- indicators, like a gap indicator, a door indicator, etc
I likely forgot some, but those are that I could think of