Skip to main content
GameDev.net gamedev.net
🔒 Locked

Engaging combat

Started by sneaky_squirrel Jan 3, 2011 at 2:32 PM 5 replies 2.1k views
Original Post
sneaky_squirrel
sneaky_squirrel
Intra -duct -shunz
Originally an outrageous demand from me in a new MMORPG, this evolved into an idea which surprisingly goes back to one of man's most ancient games *ominous tribal music with fast drum beats in the background* rock, paper...and scissors.

Concept
As far as combat goes, I have seen 2 different types. We have the twitch combat which is people bunny hoping, spinning around wildly and the have our turn based combat in which you an take your time to think which strategy or moves counter which. Or fast and slow for short.

I think it would be interesting to fuse both of these into a middle man, your still fighting in real time, but the success of your attacks are influenced by the attacks of your opponent

Example 1- Instead of having two swords passing through each other and hitting as if the other sword was not there, you have both swords clash and the swordsman struggling to knock each other back.

Example 2- If you cast a fireball and the other guy casts a water pulse, the fire would dissipate into steam creating a mutual smokescreen.

Finally to the point
You have health, stamina and maybe another bar.

A soft counter system based around rock-paper-scissors, attack beats grab (You do damage), grab beats block (You do damage and knock him down) and block beats attack (You avoid damage, you gain stamina and he loses stamina). You can perform a move every 2-3 seconds or so.

In addition to these we later add special moves for fighting style uniqueness and getting around the random factor of losing to bad luck in the rock-paper-scissors game (Where it can get complex).

This system would create a duel environment where players would make use of what surrounds them and can try out many different fighting styles (Clashing of sword, kiting, disabling the opponent, absorbing blows so you can counter once he is tired, hiding and stabbing in the back and all sorts of crazy stunts *note that one guy can't do all of this*).

This can also turn boss fights into pretty dynamic encounters (Distracting them, climbing their back, blinding them, tripping them, dropping rocks on top of them.

Is this impossible to pull off, too difficult, doesn't sound fun, not worth it, you don't understand me, broken system, what is the easiest way to simulate how this would work out without any programming experience, you have a suggestion or idea? (For a singleplayer RPG in an open world type setting)
Humble Hobo
Humble Hobo
Absolutely not impossible. Do it.

I had a friend who was developing something very similar. He explained it to me once, but I don't remember all the details. It was a real-time system (not turn based or a fusion of the two), and it was for sword fighting only (not casting/range).

Various moves (generally instant abilities) would put you behind the opponent, dodge in a direction away from a blow, block, perry, stab... etc. And he had it all rigged to be balanced, so that you could see moves coming slightly before they happened. It was based off of real sword fighting, and it was very well thought out (mathematically).

So I'd say its very possible. Find a way to deal with that much collision detection with lots of characters, and I think you're good to go!

Edit: You might want to do a little bit of research into real-world combat styles. Learning what kind of moves are advantageous might provide ideas for character skills, and help you balance the system.

[Edited by - Humble Hobo on January 3, 2011 6:04:18 PM]
Iron Chef Carnage
Iron Chef Carnage
i find that slower, more deliberate gameplay is very rewarding, even in a real-time game. Shooters like Splinter Cell, Rainbow Six or Gears of War make use of a cover system that helps to slow down the run&gun aspect of the game and reward good positioning. On the extreme end, Full Spectrum Warrior was almost a puzzle game, and using indirect control to maneuver your squads and engage enemies while keeping clear of hostile fire made for a deep, engaging gameplay experience.

Another game that I think of is Lost Planet. It has a control scheme that can be fairly described as "clunky", but in a good way. Moving and interacting with the environment has a very deliberate, anti-twitch feel to it. If you want to get into a vehicle, you have to endure a few moments of exposure while you climb aboard, boot up the controls and activate the thing. Similarly, going up or down a ladder, grappling to a platform, sliding down a rope or just traversing some open ground requires you to essentially stop fighting for a moment and focus on completing the task without being able to fire on enemies. If you jump off a ledge, your character will stagger and it takes a few seconds to recover, so you can't be jumping down on guys or bunny-hopping across the level, and suppressing fire or area-denial grenades are a core element of the engagements in that game.

Adding in your ideas about attacks preempting one another, you could definitely make a game that feels highly tactical and not give up the excitement of real-time fighting. Far too often, a turn-based game leads to "perfect play", where you never really make a rash or careless decision, since you have all the time in the world to weigh your options and choose your positioning. The games I mentioned are filled with opportunities to make mistakes, or to force your opponent to make mistakes, which adds a chaotic element. That's a lot of fun.
Acharis
Acharis
The problem might be with the "MMORPG" part. If this was a puzzle then no problem, but if this was like World of Warcraft... I mean, you can click mindlessly attack button to swing the sword or cast random spells for hours, no problem. But RSP require sort of "thinking", if you try to do it for 5 hours a day each day for 6 months... your mind would burst I believe :D
MartyrOfKharak
MartyrOfKharak
It sounds like a great idea, make a prototype.

The best part is that it's not only a great idea, but it's definitely possible.

A game where the way you swing your sword and the way the enemy swings theirs matters would certainly be much more engaging than just trying to tank each others' damage. Every fight would be different, it would certainly remove - or at least mask - the grind of killing enemy after enemy. I dare say it would be a challenge instead of a chore.
fearghaill
fearghaill

What's the difference between this and a really bad fighting game?


More tactical, less twitch from the sound of things. While high-level play of fighting games can get tactical, most people lack the skill/reflexes to ever reach that point. This sounds as though it would open up tactical real-time combat to more people by slowing it down. giving more time for planning/reacting.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.