Advertisement

Melee System

Started by April 04, 2003 12:24 AM
4 comments, last by Estok 21 years, 9 months ago
I have been reading several threads in this forum, and implemented some on my game. I would like to get some feedback on the fun factor of my ActionRPG. You can find my game Here Any comments are welcome. [edited by - Estok on April 4, 2003 3:36:47 PM]
Interesting...

I like how you designed a new type of combat system! That is something we need now days.
but i do have a little constructive criticism.

When in battle how mnay times do you think a player will reposition himself/herself before he strikes with his weapon?
When you add a range factor to a melee weapon it kind of destroys the fast paced combat style it is suppose to have.

The player doesnt want to have to calculate how far he has to be from his enemy before he can swing his battle axe, he just wants to swing away as much as he can.

The rest of your design was pretty good IMO.

Keep it up!

Thanks,





Sir Darkan Fireblade
Sir Darkan Fireblade
Advertisement
I liked it! Too much just pushing all of the number pad buttons as fast as I can though.... Fun in its own way... maybe slow it down or something to make it easier to you stradegy...

just a thought maybe this was the effect you were going for...

Dwiel

[edited by - You on Febtober 93, -4793 BC 56:69:80 MP]
Quite a cool game. Things that would improve the game :

- better camera angles for fighting
- make combat a bit slower, or have a speed control
- not having enemy units appear out of thin air when you reach a certain position

Great work on the graphics btw.
I am movig this thread to the Annoucement board.

Darkan_Fireblade : To fight effectively a player would need to constanly reposition, especially moving out of the way when the character is surrounded screwing up autofacing. A player probably has to learn the distance based on real experience. When I play the game, I rotate the camera to the side, so that I am on the right, and the enemy is on the left, like a side-scroll, to see the distance better. I am not sure how to auto adjust the posture. This will probably come when I introduce a mage or range character.

Tazzel3D : I have slowed down the game a bit. I didn't realize how frequently I was dying until I played without reviving.

Argus : I will think about what to do with the enemy spawning. Right now, I plan to add an aurora at the spawning location one sec before an enemy spawns. For the camera, I haven't figured out how to auto pan. But if you don't know, you can put your right thumb on the arrowkeys to rotate the camera, and your left thumb on the spacebar to return to back view.

I slowed down the gameplay and enabled dual-wielding in the new demo.zip. You can mismatch the two hands, but your right hand must have a weapon before you can equip a weapon on your left hand. I don't sword fight, so I don't know what postures are appropriate for dual-wielding. The current set is quite hard to hit the enemy. Moreover, since dualing spreads your power, each hit is weaker compared to single-wielding.

Please goto here to reply.




[edited by - Estok on April 10, 2003 10:02:27 AM]
Slow down the action a bit, i found it very hard to control, but other than that, it''s all around fun.

--------------------------------------------
"In wartime, truth is so precious that she should always be attended by a bodyguard of lies".
-Winston Churchill
With love, AnonymousPosterChild

This topic is closed to new replies.

Advertisement