Original Post
Back again... You remember a little while ago where we were discussing a location based fighting system. The mouse selects where you are to hit and you can choose to slash, stab or block etc... Anyway.. This is a continuation of that.
I was thinking about how you could get the player involved in the actual learning of fighting skill. Instead of the instructors just allowing an extra level of competence to be reached (Skill based of course
), they also tell the player of combinations that allow for quicker attack speeds.
For example, if the player were to just hack from top-left to bottom-right and choose their next attack as the same, then they have to wait until their sword goes back to top-left before the next attck starts....
INSTEAD:
The player can start with their top-left to bottom-right hack, followed by a slash at the legs (right to left) followed by a slicing upward motion through the middle region.
There would of course be limitations to this, as you could factor in ''effort to stop attack'' or something. This acts like inertia for the sword. If they strike successfully, then their sword may stop at the top-left side of their enemy, they can then choose to push down into their enemy or to cut upwards, downwards or out. This would give a lot more variety to currently simple attack systems, without adding on a lot of overhead.
Ideas or comments anyone?
-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
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