I'm now considering something closer to what is done in MMOs. I like the timer with cooldowns approach; it gives a good impression of real-time, while still leaving a few seconds for each player to decide on the next move.
However, the issue you often see in MMOs is that fighting consists of repeating the same couple of moves as much as you can, without needing to analyze what your opponent is doing. In my game, I would like to incorporate a strategic perspective. I'd like the skill to come from "fighting intelligently".
So I need the player to be able to choose her next best move based on:
- The player's current status (has she just been hit? What was the last move? Is she moving forward, retreating?)
- The opponent's status
- Any knowledge the player would have gained from the first moves exchanged in the fight.
- Basic notions like time needed to fire a move, cooldown, damage / defense / evade stats for each move
- Each move has an ideal starting position, and a finishing position. At every moment, the player is in a given "position" (for now very basic, like "balanced", "balanced forward", "unbalanced"). When a move is fired, the player's position will change (e.g. after a hit, the player will be "balanced forward", to mirror the momentum she has gained when dealing the blow). And if the move is fired from their "preferred" position, it gets a bonus.
I will now build a few basic moves, and try and see how they work.
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