Original post by xarnx i'm glad this board got some good conversation going!
as for the combo system, enemies carry a multitude of weapons, of course the usual swords and bows, but adding stuff like throwing axes and the such i thought would add a little more into the mix. each weapon has their own set of moves (not necessarily weapons, but types of weapons) that can be upgraded as time goes on. i was thinking of adding a magic system as well, and the magic can be acquired the same way a weapon is, just taken off a downed magic user.
When doing the button combos for moves, make sure that the buttons are similar in style for each type of weapon-- for example, when using a sword, axe, and mace, pressing X, you use a horizontal slash-- with Square, you do a vertical slash.
Same with combos: when performing a combo that ends in a juggle with all these weapons, use something like X-X-Square.
It's easier to remember for player's when they are switching around weapons, and it'll feel like thought was actually put into creating the combat system, and not just randomly thrown together and randomly chose the button schemes.
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thank you for realizing that, i hate, and i mean HATE when you have to learn several types of combos in one game. By having a consistent combat system for all weapons, the combat in-game can be faster, and all that much more stylish with seamless transition of weapons.
Okay, an example. Imagine there's a group of enemies. The player then takes the badguys down one by one. But he just isn't fast enough, so the rest of the enemies in that group have time to start thinking about better plan to eliminate the player. "Hey, this guy is just too strong, maybe all of us should try to attack him at once?" "yea, that's a good idea, okay you stand there and rain your arrows at him, while me and the rest of the group are gonna strike him from different directions at once!"
Also, you can implement different types of personality for the opponents. Maybe there're those who fight cowardly (so if the player keeps slaying their teammates, they'll start to run for their lives), those who fight 'till the very end, those who think more, those who think less and just fight and fight, etc.
i can see where your going with that. lets say your playing badly one day, the enemy picks up on that and there morale boosts. but if you start to decimate people left and right, more and more will eventually flee from the player character.
best advice I have to think about the rest of the game too, not just the battle system and how fights unfold. its a big deal, yes, and obviously your focus, but what will take it to the top if you did that part right is everything else. if its an amazing battle system and the rest is mediocre, its still a mediocre game.
Things to think about:
Environment Make the environment outstanding. The only thing better than fighting with style is fighting with style in a stylish place. Think about what the world should look like, how it should feel to just walk through it. Then figure out how it might interact with the player and enemies. Small areas, large areas, uneven terrain, forests, moving in an out of buildings, etc. How does the world shape the fight?
Progression Think about the players progression through the game too. One fight after another, no matter how cool a battle each is, will feel boring after a time if the player doesnt feel the game moving around him. Is there avatar growth? Do you gain new skills?
Theme of the game You mentioned different situations through time. What if the player had to get that new weapon every time he traveled through time and start his weapon progression over killing and gaining better weapons. When he moved through time again, he has nothing all over again and has to get new equipment and explore and fight out of where ever he has been dumped. You can make each of these 'ages' distinct and interesting. Use a whole new set of graphics, level designs, enemy designs, weapon and equipment progressions, everything. Change the whole world and everything it it every time he moves through time. Then...
Integrate the story ...Break that rule. Find the commonalities you want between the ages, the common enemy you are fighting and integrate it into each age. Develop the story and make it a nest in each area of the game.
Doing all that and you can go from a boring fight game where the only thing going for it is a remake and hopefully innovation on someone else's battle system, to a epic game of fighting through different ages, hunting down an illusive enemy.