Jim the Dinosaur
Arcane
- Joined
- Nov 19, 2009
- Messages
- 3,144
nvm, I misread your comment
Athelas said:I wonder what happens if your turn comes up while an enemy is charging at you. Can you move out of the way and will it follow you indefinitely? Can you charge at it and interrupt its assault? Lots of interesting situations to consider.
Sensuki, I hope you understand that if this game system lead by you fails we will force you to apologize to SawyerThe AI won't be cheating, it will only be able to execute an action on it's turn. That's also better for performance as well. The less shit running per frame, the higher FPS the game will run at. Need everything you can get with Unity
I plan to rigorously test the AI so hopefully it turns out somewhat sensible
The default move for a melee attack is called 'close distance' which means that the unit will move as close as possible/into attack range and attack. In the case of selecting to run at the unit, it will probably end up being similar to what would happen in a real-time game, the units would meet up and attack each other. If the target runs away (and thus out of range), the unit will just move as close as possible.
Sensuki, I hope you understand that if this game system lead by you fails we will force you to apologize to Sawyer
Infinitron said:Can you queue actions? That's required to maximize your efficiency when using actions that take less than the space of a turn. Probably too complex to design the UI for it though.
Yes but we know you, if you get involved you get involved all the way. And since they gave you access to it and you can give them feedback since the prototype stage (as you said), if it bombs we consider you the guilty party as wellIt's not led by me. I did not create the system at all. Hannah and Joe did. I really like the system they came up with and have made an effort to understand how it works, to provide useful feedback.
Of course I am not talking about sales here but Codex approval of the combat systemFair enough, I will accept blame if it bombs
As you already mentioned, this combat system really sounds like Grandia system with more attention to positioning. Will be great for sure.When the game comes to a player unit's turn, the game will stop and wait for player input. When the player issues a command to their unit, the game will play out the unit's issued command in real-time until the next player unit turn where the game will stop and wait for player input again. When a unit has completed their turn, they will go back into the wait queue.
The rocket launcher example would be awesome in the game if it will be possible for the game to automatically pause while the rocket is still flying towards its targetCryptRat I'm not sure as of yet the exact length of animation times for different actions, whether they will be the same or different. Whalenought_Joe might be the person to ask there.
But stuff that is more powerful will obviously have some drawback to make it so that properly executing the action requires use of strategy and tactics. My grenade example is pretty much in line with what you mentioned - where the grenade will deal very high damage but will take time to throw, and then it will not explode immediately.
Some made up examples - an aimed shot with a sniper rifle will have aim time before the shot is fired, during that time he might be interrupted by something such as a flashbang grenade and not be able to see his target. A Rocket Launcher may also not fire instantly and take time to aim and then to go off - balancing it so that it you have to use teamwork to properly execute the action.
But yes there will be an interrupt system like Grandia too, I believe.
I need to find a new name for my favourite type of combat structure. It seems completely futile to attempt convincing people phase-based does not imply simultaneous resolution.To make a spergy overview with plusses being overlaps and minusses differences:
rtwp:
+ synchronous resolution
- uninterrupted planning
phase-based:
+ synchronous resolution
- synchronous planning
turn-based:
- asynchronous resolution
+asynchronous planning
so going off Sensuki's comment, they could just sell it as the perfect mix of each system come to save crpg's.
That's only really true in TB systems where resolution immediately follows declaration in a character's turn tho. And even then, in Shadowrun for instance since people can get such high reaction times thanks to cyberware and magic, a combat round is divided in further chunks and grenades only go off after the last turn of the next chunk (or on the thrower's turn if he has enough initiative to act on multiple rounds).Recently in another thread I gave an example of how the use of grenades will likely differ from straight turn-based (or phase-based). In turn-based games usually you select a grenade, click where you want to throw it and the animation plays and you deal some damage to targets in the area of effect. In Copper Dreams, grenades will take time to throw and time to explode, so if you just throw a grenade at some enemies, they might move out of the AoE explosion radius if their turn is coming up soon - so you will have to use strategy, tactics, movement and positioning to make your grenade throws count.
I need to find a new name for my favourite type of combat structure. It seems completely futile to attempt convincing people phase-based does not imply simultaneous resolution.
I think Shadowrun also uses 3D maps but this is not obvious if you enable orthographic projection. Copper Dreams should be something like Shadowrun with "pespective projection" enabled, but with an actual Z axis.
It's unity, everything is 3D.Opposite.. The Characters are 3D, The maps are 2D.
It's unity, everything is 3D.
Yeah, I know.