Original Post
Well, I'm a little bit lost. The game I'm working at, is a rpg which utilize a first person perspective. My first (and naive) approach was, to handle the game just like any other standard (MMO)RPG from a FPS view which means select a target, press autoattack and activate some spells. The problem is, that the player got the feeling of being disconnected which kills immersion. When you see an enemy, you want to hit the mouse button and swing your sword, everything else feels wrong.
So, for testing purpose I switched to a more action based combat system which feels much better. I would be happy with this solution, but there's still one issue: how to handle combat related spells. In most (MMO)rpgs you are more like a manager who watch and command his character from a third person view, whereas
in a fps based game you directly control it (tactic vs. action).
In most action based game you have the problem of not handling too much skills/spells. Action rpgs like diablo or the recent torchlight let you only choose two main actions. Shooter based rpgs like deus ex or fallout3 exchange weapons for spells. On the other hand, fps like TF2 or battlefield contains
rpg elements and an inventory (even if it is tiny compared to rpgs).
So, what are my options ?
Let's ignore all none combat related spells like buffs for the moment. One idea is combine to fps and rpg elements.
Take fps weapons as medium and modify them with rpg spells. Instead of using a "snare" or "fire touch" spell you cast a weapon buff which will apply the probabilty of inflicting special damage to the enemy (slowing him down or extra fire damage). Then there could be special weapons like a magical staff which shoots magical missile which could be altered by additional spells (fire blast, icicle ..). Maybe a combination of spells could be applied to the weapon. Casting the spells will cost a certain amount of mana, but every activation of the according effect will cost mana too.
Any thoughts ?
So, for testing purpose I switched to a more action based combat system which feels much better. I would be happy with this solution, but there's still one issue: how to handle combat related spells. In most (MMO)rpgs you are more like a manager who watch and command his character from a third person view, whereas
in a fps based game you directly control it (tactic vs. action).
In most action based game you have the problem of not handling too much skills/spells. Action rpgs like diablo or the recent torchlight let you only choose two main actions. Shooter based rpgs like deus ex or fallout3 exchange weapons for spells. On the other hand, fps like TF2 or battlefield contains
rpg elements and an inventory (even if it is tiny compared to rpgs).
So, what are my options ?
Let's ignore all none combat related spells like buffs for the moment. One idea is combine to fps and rpg elements.
Take fps weapons as medium and modify them with rpg spells. Instead of using a "snare" or "fire touch" spell you cast a weapon buff which will apply the probabilty of inflicting special damage to the enemy (slowing him down or extra fire damage). Then there could be special weapons like a magical staff which shoots magical missile which could be altered by additional spells (fire blast, icicle ..). Maybe a combination of spells could be applied to the weapon. Casting the spells will cost a certain amount of mana, but every activation of the according effect will cost mana too.
Any thoughts ?