PekkaK
Heaviest Matter
- Joined
- Sep 2, 2013
- Messages
- 255
Is this dead?
Not by a long shot. We're actively working on it, just doing some stuff that's pretty uninteresting to write/report about.
Is this dead?
Is this dead?
Not by a long shot. We're actively working on it, just doing some stuff that's pretty uninteresting to write/report about.
Is this dead?
Not by a long shot. We're actively working on it, just doing some stuff that's pretty uninteresting to write/report about.
I liked it more when you guys were talking about meth magic.
3.3. Was at IGDA gathering drinking free beers, so didn't get too much done today, either. Did some mapping for the final area, that's it. Tomorrow I'll start working again, no more excuses.
Confirmed as SJW!
any idea bout how long this may take to get finished?
any idea bout how long this may take to get finished?
any idea bout how long this may take to get finished?
It's been six months since the developer's made a peep from what I can see, so I'm gonna say first star to the right and straight on 'til morning.
slow motion is better than no motionWell, we are still here but to be honest haven't got much work done in the last months. Our graphic designer had other plans and we've also had a lot of family stuff going on so things are just slow right now.
- Turn-based combat
- There are various bonuses from flanking, charge, etc. (a lot of these are from D&D3.5/Pathfinder, but at this stage mainly ideas, no concrete plan)
Charge is nice and all, but this being prison, maybe you should call it bum rush.
add throwing and pushing and make the inevitable chokepointing a tacticool element you can control (a bit)Here's the current combat sequence:
Pre-combat
1. Determine combatants (player + henchmen, enemy + henchmen)
2. Throw initiative for both sides (intelligence/agility [higher] + fighting * 5 + d15 for player, speed/int [higher] + attack/5 + d15 for NPCs)
3. Draw grid on battle screen
(4. Lower initiative side inserts characters on center of the grid (3x3))
(5. Higher initiative side inserts characters on grid on any green square (+1 square for each 5 points over the other initiative))
Combat
1. Higher initiative side starts the fight
2a. Player can:
Move (1 square if agility < 80, 2 when agility >= 80)
Physical Attack
Ranged attack
Int based attack
Defensive stance
Rest / Skip
Use item
2b. Henchmen can:
Move (1 square)
Attack (based on NPC stats)
Skip
3. Enemies can:
Move (1-2 squares)
Physical attack
Special attack (for bosses only)
Ranged attack
Use "items" -> special effects from script -> no need for the NPC's to use items, etc.
Defend
Wait / Skip
After combat
1. If the player loses, he goes to the infirmary (skip weekly menu and random events)
2. If the player wins, there are three different outcomes. These are determined by making a saving throw against current alert level.
Each alert level raises the chance of getting caught by 12%. (0 = 0%, 1 = 12%, 2 = 24%, 3 = 36%, 4 = 48%, 5 = 60%). Each battle round increases
this by 1%. After combat roll is d100
IF after combat roll < chance of getting caught, the player gets away and gets the loot
IF after combat roll > chance of getting caught AND after combat roll < chance of getting caught + 20, the player goes to interrogation
IF after combat roll - 20 > chance of getting caught, the player goes to the hole and GUARD reputation goes down by 8
Here's example of one combat grid, I think the challenge is how to make it tactical with such a small number of columns. It might be too easy to make chokepoints where you just grind your enemies down, hence the need of combat maneuvers (overpower, charge, etc.)