Original Post
I''d like some thoughts and feedback on another combat system. A colleague asked me how I would port the Max Payne bullet-time system into a close-combat based game... pay close attention
Oh, and if you do reply, I''ll be most thankful to those of you who can give me better ways to do things. Don''t bother telling me how crap my idea is, if that''s all you have to say, I''ll just ignore you.
To begin with, I will Not call it sword-time, that is no more than a convenient name that explains my intent, consider it a temporary solution.
Sword-Time - Design v0.5
Taking for granted that the game setting will be based around the use of hand-held weapons (or lack thereof). Upon entering combat, the Player Character (PC) will be required to draw/ready his/her weapon of choice. For now, the combat system is based in part on an isometric view of combat, perhaps similar to that in Silver. The PC is controlled entirely with the mouse, generally, left-click implies action, and right-click implies movement.
Outside of combat, the player must choose a weapon which the PC will use when entering combat. Also, the player may choose up to nine Moves and Combos which can be executed, each Move must be set to one of the keypad-numbers. The construction of Combos will be explained later.
Upon entering combat Sword-Time is initiated. There is no limit to how long it will last, except in that when the PC sheaths his/her weapon, combat is over, and therefore sword-time stops.
Sword-Time is a reduction of in-game time progression by a factor of two (a temporary figure that will most probably be changed, most likely the exact change in game speed will be dictated by each character''s inherent skill and speed). While Sword-Time is in effect, the player is still entirely in control of the PC''s actions, as follows:
Before attempting to attack or take defensive measures, the player must home in on an opponent. To do so, the player has simply to left-click on an opponent.
Note that pressing Keypad-Zero will unlock the PC from an opponent, making normal movement possible (still in Sword-Time until circumstances dictate an end to it). So right-clicking somewhere while un-locked will cause the PC to turn tail and run towards that location.
Once homed in, A right click in on any position on-screen will cause the PC to dodge in that direction, while always facing the current homed target. Pressing Keypad-Enter will cause the PC to duck and remain low until released. Keypad-Plus will cause the PC to jump as an evasive maneuver.
Tapping a Keypad number will execute the move that has been assigned to that key in the direction of the current target.
Holding down the Keypad-Slash key puts the PC in guard mode. Pressing it interupts any move or combo being executed (within reason, so a jumping downward slash with a heavy sword will take some time to interupt in order to enter guard stance). While guarding, the player must click in a direction for the PC to perform a parry. Given some practice, a player should become aquainted with the precise timing required. A parry must fall into place near to the moment of contact of the attack being recieved. The more accurate the better the effects.
Having an attack barely parried will not interupt a combo. A solid parry will not only interupt, but also knock the attacker off balance, and therefore render him/her incapable of coherent movement for a short time.
A parried attack does no damage.
If there is a suitable Move assigned to one of the keypad-numbers, the player can both click and press the particular number to perform a counter attack using that Move.
Moves et al:
Keypad 1-3 must always be Moves
Keypad 4-6 can be either Combos or Moves
Keypad 7-9 must always be Combos
Moves:
Are single offensive motions. A Move may strike the target more than once (particularly with certain weapons, like staves), but is simple on it''s own. All Moves can be executed coming out of jumps and from crouching positions, potentially generating extra powerful or useful effects (Certain Moves gain damage with jumps, and many Moves will knock over the target if executed while crouching).
A series of Moves strung together as separate keystrokes can never be as fast as the same set of Moves grouped and executed as a Combo.
Combos:
Are sets of Moves that have been pre-grouped. While executing a Combo, the player may change targets during one Move to have the next be directed at the new target (if possible, there are always exceptions, which are left up to the nature of individual moves). If guard stance is activated, it will come into effect before the Move when keypad-slash was depressed.
Certain Combo designs may gain damage bonuses due to amassed momentum between Moves, these are generally the kinds of combos that cannot be redirected to a new target.
Combos are constructed under the action assignment sub-menu. They are essentially just lists of Moves to be executed together. For every two moves that are adjacent in the list, any of the following connectives may apply:
George D. Filiotis
Are you in support of the ban of Dihydrogen Monoxide? You should be!
- Momentous - damage gain for second move as a follow on to the first
- Dependent - second Move (and rest of Combo) cannot be performed without successful landing of the first Move, this happens often with complicated kicking combinations
- Degrading - first Move ends acting against the second Move, so there is a reduction in damage for the second Move
George D. Filiotis
Are you in support of the ban of Dihydrogen Monoxide? You should be!