Walyn
|
  |
 |
| Joined: 30 May 2007 |
| Total Posts: 14570 |
|
|
| 17 May 2012 03:21 PM |
My idea is a sort of "minigame" that you play against enemies with.
When an enemy gets close to you, two circles appear, each of a different size, sharing a common center point. This represents where the enemy is "attacking".
The outer circle gradually gets smaller, eventually becoming smaller than the inner circle. Clicking on the inner circle stops the attack.
If the outer circle is the same size as the inner circle when you click it, with a small margin of error, it counterattacks, dealing damage to the enemy.
If the outer circle is smaller than the inner circle, you only take reduced damage instead of completely stopping the attack.
If the outer circle is larger than the inner circle, the circle's shrinking is slowed.
In order to attack, you equip your weapon, and click, which starts the attack animation. When you hit an enemy with the weapon, an icon will pop up, always in a preset area based on where you struck the enemy.
You then click the icon rapidly, and if you click fast enough (enemies will have a preset click requirement), the attack deals damage. The damage dealt is proportinal to how many clicks above the required amount you were at, with a minimum amount of damage dealt.
In the event of multiple enemies, multiple circles can appear, but they never overlap (if it will overlap, the newest attack is not used).
There will be three major types of attacks that are different than normal attacks. "Defense" will refer to the player defending against an attack, and "Offense" will refer to the player attacking.
Quick Attack: When defending, the circle starts off rather small, shrinks quicker, but deals far less damage than either of the other two attacks. When on offense, the strike icon is slightly smaller, and does not stay on screen as long.
Rapid Attack: When defending, several large circles appear, which deal slightly more damage than a quick attack, and shrink just as fast. When on offense, several strike icons appear, have a reduced base damage, and have a reduced click requirement.
Power Attack: When defending, a large circle that starts out shrinking slowly will appear, but begins to speed up, the inner circle is smaller than usual, and deals a lot more damage. When on offense, a large strike icon appears, stays on screen longer, has an increased click requirement, has a lower base damage, but the damage per click is much higher.
Playing the minigame slows you down by one walkspeed every seconds that you click, which lasts two seconds.
Leaving the range of the enemy stops all attacks.
Moving away from the enemy reduces all damage dealt and taken and increases the time the icons will stay on screen (defense will slow down circle shrinking, offense will have the strike icons stay on screen longer)
Moving closer will increase all damage dealt and taken, speed up the circle shrinking, and will reduce the time that the strike icons stay on screen.
If implemented into a game right, I hope that it will change RPGs from being a WASDmashfest into a game where a heightened level of strategy and skill is required to win. |
|
|
| Report Abuse |
|
|
Coltera
|
  |
| Joined: 03 Apr 2012 |
| Total Posts: 7269 |
|
|
| 17 May 2012 03:29 PM |
Seems nice.
This remembers me the common rpg game.
Try to not make it on the rpg side, and it will be fine. |
|
|
| Report Abuse |
|
|
Walyn
|
  |
 |
| Joined: 30 May 2007 |
| Total Posts: 14570 |
|
|
| 17 May 2012 03:31 PM |
I'll need you to elaborate on "common rpg game" and "rpg side". I don't quite understand what you mean by that.
Also, this could work out quite well in a PvP enviroment, I just realized. |
|
|
| Report Abuse |
|
|
Walyn
|
  |
 |
| Joined: 30 May 2007 |
| Total Posts: 14570 |
|
|
| 18 May 2012 07:11 AM |
There'd probably be multiple scripts for each enemy - one to handle strategy (not just random attack switching - if you can't hit with a quick attack, why use a power attack?), and one to handle the actual attacking (if enemy is close enough and attack is off cooldown, attack).
Or maybe preset values that determine the level of strategy employed by an enemy, which would be detected by a script in the player that handles enemy attacks, with strategy being the only thing handled outside of the player and inside the enemy?
Defense and offense for the player would likely be handled seperately. The images themselves change independently from the scripts every .1 seconds, but the script that manages the real offense and defense would likely only bother updating every .5 seconds.
If I have time, I might make this, and see how it works out. |
|
|
| Report Abuse |
|
|
Alpha5001
|
  |
| Joined: 06 Mar 2011 |
| Total Posts: 10745 |
|
| |
|
Walyn
|
  |
 |
| Joined: 30 May 2007 |
| Total Posts: 14570 |
|
|
| 18 May 2012 07:54 AM |
| No offense, but that was about as helpful as saying it is a terrible idea. |
|
|
| Report Abuse |
|
|
|
| 18 May 2012 11:31 AM |
| I like the overall idea but I didn't understand all the Offense Thing. How do you attack an enemy if it's not attacking? What Happens? |
|
|
| Report Abuse |
|
|
|
| 18 May 2012 11:33 AM |
| I don't want to wreck me mouse! =3 |
|
|
| Report Abuse |
|
|
Walyn
|
  |
 |
| Joined: 30 May 2007 |
| Total Posts: 14570 |
|
|
| 18 May 2012 12:10 PM |
| You attack by just hitting them with your weapon, which starts the attack portion of the "minigame". If they are not attacking for whatever reason, it doesn't matter. |
|
|
| Report Abuse |
|
|
Sorcus
|
  |
 |
| Joined: 29 Nov 2010 |
| Total Posts: 3775 |
|
|
| 18 May 2012 12:25 PM |
Interesting. Sounds really complicated with diminishing returns. As the moment there is multiple enemies on the screen, I expect a lot of confusion. This looks like a gravy variant of the tried and true turn based combat system. With an active element and the right tweaks it could probably be very fun. But without a visual prototype I am unable to tell for sure.
When I level up does the circle shrink/expand faster? When I am wounded is it a LOT slower? Does the weight of my weapon have an impact on it?
Also, I hate click events. And having that as a necessary part of the design doesn't bode well with me. My 2c.
~Sorcus |
|
|
| Report Abuse |
|
|
Walyn
|
  |
 |
| Joined: 30 May 2007 |
| Total Posts: 14570 |
|
|
| 18 May 2012 12:45 PM |
I think that leveling would make circles shrink slower and attack icons stay on screen longer. It makes more sense - the experienced fighter is going to have faster reflexes than the inexperienced one.
Slowing down due to wounds, now that I think of it, might actually be a good idea. Doesn't adrenaline work something like that? (I forget.)
The weapon will play as big of a role as it usually does.
And I actually thought of this idea while fishing in Survival 303, where you mash Q when a fish is on the line. Maybe there could be a way to use the keyboard instead of the mouse? It might make things more complicated in terms of how many different buttons to press (I could never remember the hotkeys for anything in RTS games, or DotA), but it might make it less tedious to aim with the mouse.
Now that I think of it, how are you going to attack with the tool in hand using the mouse, and do this with the mouse?
I have an idea on how to solve this, will post later. |
|
|
| Report Abuse |
|
|
Sorcus
|
  |
 |
| Joined: 29 Nov 2010 |
| Total Posts: 3775 |
|
|
| 18 May 2012 12:50 PM |
Technical feasibility is not a problem here. You can override or spoof a tool in the hand with a ghost tool that does both. But quick time events drive people crazy. I would make them optional.
~Sorcus |
|
|
| Report Abuse |
|
|
Walyn
|
  |
 |
| Joined: 30 May 2007 |
| Total Posts: 14570 |
|
|
| 18 May 2012 01:00 PM |
I don't like quick time events either, but I mostly didn't like them because of the unexpected gameplay change.
"Okay, running around, doing things, wait what do you mean I have to press enter to not lose the game?"
I think that if it's not just an uncommon occurance, and is used in the main design of the game, it will be less annoying as the player gets used to it, and I'd probably implement some abilities that makes things less of a burden on the player. Multiple incoming attacks would likely slow each other down, you can activate a skill you have to temporarially stop all shrinking/vanishing, etc. |
|
|
| Report Abuse |
|
|
Coltera
|
  |
| Joined: 03 Apr 2012 |
| Total Posts: 7269 |
|
| |
|
Coltera
|
  |
| Joined: 03 Apr 2012 |
| Total Posts: 7269 |
|
|
| 18 May 2012 02:50 PM |
I recommend you doing this, beacuse is good, nice. A great idea to make.
I just wanna see how this process envelops till the final version comes out.
I will stay tuned.
Xoxo, Coltera. |
|
|
| Report Abuse |
|
|