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> <channel><title>Comments on: Your opinions for combat: part 2</title> <atom:link href="http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/feed/" rel="self" type="application/rss+xml" /><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/</link> <description>Independent Games</description> <lastBuildDate>Wed, 28 Jul 2010 17:12:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.0</generator> <item><title>By: Cowinatub</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-536</link> <dc:creator>Cowinatub</dc:creator> <pubDate>Sat, 16 Jan 2010 11:09:39 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-536</guid> <description>It would save a lot of time in adding new stuff, why make lots of spells when you can have players making their own? And to make a control scheme I would first need to see the magic system that&#039;s is already there. But (without knowledge of whats actually there at the moment) you could have something like when its your turn you can either right click on object and it would come up with a list of spells you could cast (each one taking up a certain amount of action points, which would also be displayed), or right click on yourself to see what things you can conjure(fire, rocks, familiars etc.) so if you plan well enough and have enough action points you could collapse the roof onto your enemy&#039;s in a single turn.</description> <content:encoded><![CDATA[<p>It would save a lot of time in adding new stuff, why make lots of spells when you can have players making their own? And to make a control scheme I would first need to see the magic system that&#8217;s is already there. But (without knowledge of whats actually there at the moment) you could have something like when its your turn you can either right click on object and it would come up with a list of spells you could cast (each one taking up a certain amount of action points, which would also be displayed), or right click on yourself to see what things you can conjure(fire, rocks, familiars etc.) so if you plan well enough and have enough action points you could collapse the roof onto your enemy&#8217;s in a single turn.</p> ]]></content:encoded> </item> <item><title>By: Ville</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-530</link> <dc:creator>Ville</dc:creator> <pubDate>Fri, 15 Jan 2010 18:35:30 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-530</guid> <description>Using the physics system does sound like a nice touch, especially for magic. I&#039;ll have to keep that in mind, especially if we ever do a more magic oriented sequel. :)I&#039;m not a big fan of bullet time anymore, it feels somewhat of a cliche in today&#039;s games. It would have to be done invisibly to the player. I mean something like you&#039;d enter melee combat mode, the game would zoom in and run in slow motion. Or at least slow enough for someone to understand what&#039;s happening. ;) But I&#039;m probably going for the more strategic route and reserving the action based combat for Notrium 2.</description> <content:encoded><![CDATA[<p>Using the physics system does sound like a nice touch, especially for magic. I&#8217;ll have to keep that in mind, especially if we ever do a more magic oriented sequel. <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p><p>I&#8217;m not a big fan of bullet time anymore, it feels somewhat of a cliche in today&#8217;s games. It would have to be done invisibly to the player. I mean something like you&#8217;d enter melee combat mode, the game would zoom in and run in slow motion. Or at least slow enough for someone to understand what&#8217;s happening. <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> But I&#8217;m probably going for the more strategic route and reserving the action based combat for Notrium 2.</p> ]]></content:encoded> </item> <item><title>By: Feldo</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-529</link> <dc:creator>Feldo</dc:creator> <pubDate>Fri, 15 Jan 2010 13:21:24 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-529</guid> <description>thats a bit much for an indie game dont you think too hard to program, and i cant figure a control scheme for it what would you have in mind?</description> <content:encoded><![CDATA[<p>thats a bit much for an indie game dont you think too hard to program, and i cant figure a control scheme for it what would you have in mind?</p> ]]></content:encoded> </item> <item><title>By: Crazy</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-528</link> <dc:creator>Crazy</dc:creator> <pubDate>Fri, 15 Jan 2010 09:54:00 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-528</guid> <description>Yeah, but even so. Some things go beyond Acceptable Breaks From Reality and so. IMHO, if the creator would create a game about something i&#039;m not entirely familiar with or something i&#039;ve not experienced and bases it on reality in way that makes me go &quot;oh, that&#039;s cool&quot;, it&#039;s a lot better than relying on earlier computer game tropes.I know i&#039;m a lot more strict on this thing than i should be, but i&#039;d like to think i still have a sense of what works in a game and what doesn&#039;t.Anyway, i guess i&#039;ll flip my lid about this more when Ville starts showing us actual abilities that are going to be in the game and be the boring guy raving on about things nobody really cares about.</description> <content:encoded><![CDATA[<p>Yeah, but even so. Some things go beyond Acceptable Breaks From Reality and so. IMHO, if the creator would create a game about something i&#8217;m not entirely familiar with or something i&#8217;ve not experienced and bases it on reality in way that makes me go &#8220;oh, that&#8217;s cool&#8221;, it&#8217;s a lot better than relying on earlier computer game tropes.</p><p>I know i&#8217;m a lot more strict on this thing than i should be, but i&#8217;d like to think i still have a sense of what works in a game and what doesn&#8217;t.</p><p>Anyway, i guess i&#8217;ll flip my lid about this more when Ville starts showing us actual abilities that are going to be in the game and be the boring guy raving on about things nobody really cares about.</p> ]]></content:encoded> </item> <item><title>By: Cowinatub</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-527</link> <dc:creator>Cowinatub</dc:creator> <pubDate>Fri, 15 Jan 2010 02:54:17 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-527</guid> <description>Why not have a system for magic were you don&#039;t just cast a fireball, you cast fire, then you cast push on the fire, propelling it forward into your enemy, or conjure some magma balls, and then cast bury to make mines, perhaps pull some stalagmites from the ceiling, cast melt, and fire some burning hot molten rock into the faces and eyes of your enemy, also being able to target different parts of your enemy&#039;s body and showing the damage of each body part (including organs) would be great :).</description> <content:encoded><![CDATA[<p>Why not have a system for magic were you don&#8217;t just cast a fireball, you cast fire, then you cast push on the fire, propelling it forward into your enemy, or conjure some magma balls, and then cast bury to make mines, perhaps pull some stalagmites from the ceiling, cast melt, and fire some burning hot molten rock into the faces and eyes of your enemy, also being able to target different parts of your enemy&#8217;s body and showing the damage of each body part (including organs) would be great <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> .</p> ]]></content:encoded> </item> <item><title>By: Feldo</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-526</link> <dc:creator>Feldo</dc:creator> <pubDate>Thu, 14 Jan 2010 23:49:45 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-526</guid> <description>Could you possibly do a notrium system + bullet time? have some kind of adrenaline gauge and in the system boost movement speed and accuracy of ranged weapons the gauge would recover over time when not in use and anytime you receive damage to help prevent running out in combat</description> <content:encoded><![CDATA[<p>Could you possibly do a notrium system + bullet time? have some kind of adrenaline gauge and in the system boost movement speed and accuracy of ranged weapons the gauge would recover over time when not in use and anytime you receive damage to help prevent running out in combat</p> ]]></content:encoded> </item> <item><title>By: Quicksand T.</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-525</link> <dc:creator>Quicksand T.</dc:creator> <pubDate>Thu, 14 Jan 2010 23:20:14 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-525</guid> <description>I think you should take full advantage of your physics system for combat. The possibilities are endless, and its something I&#039;ve never seen in this type of game before. You could push spiky things into enemies, cast a fireball and then drag it around catching your foes on fire, grab an icicle of the wall and impale someone with it, etc. How awesome would that be?</description> <content:encoded><![CDATA[<p>I think you should take full advantage of your physics system for combat. The possibilities are endless, and its something I&#8217;ve never seen in this type of game before. You could push spiky things into enemies, cast a fireball and then drag it around catching your foes on fire, grab an icicle of the wall and impale someone with it, etc. How awesome would that be?</p> ]]></content:encoded> </item> <item><title>By: ZeXLR8er</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-524</link> <dc:creator>ZeXLR8er</dc:creator> <pubDate>Thu, 14 Jan 2010 12:04:12 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-524</guid> <description>In true, real word combat, I&#039;d agree with you 100%. But we are talking about a game universe; there&#039;s a lot of room here for creative licence. ;) Either way, it doesn&#039;t really matter; these are just suggestions and wouldn&#039;t make or break the system as a whole. :)</description> <content:encoded><![CDATA[<p>In true, real word combat, I&#8217;d agree with you 100%. But we are talking about a game universe; there&#8217;s a lot of room here for creative licence. <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> Either way, it doesn&#8217;t really matter; these are just suggestions and wouldn&#8217;t make or break the system as a whole. <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p> ]]></content:encoded> </item> <item><title>By: Crazy</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-523</link> <dc:creator>Crazy</dc:creator> <pubDate>Thu, 14 Jan 2010 09:59:41 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-523</guid> <description>ZeX, i love the general idea and system, i think it would work great, but i&#039;d have to argue with your examples because things like a punch or headbutt are rather inapplicable in armed combat.I&#039;m not sure how ass-pulled your examples are, so i&#039;ll not argue against every one ATM.</description> <content:encoded><![CDATA[<p>ZeX, i love the general idea and system, i think it would work great, but i&#8217;d have to argue with your examples because things like a punch or headbutt are rather inapplicable in armed combat.</p><p>I&#8217;m not sure how ass-pulled your examples are, so i&#8217;ll not argue against every one ATM.</p> ]]></content:encoded> </item> <item><title>By: ZeXLR8er</title><link>http://www.instantkingdom.com/2010/01/your-opinions-for-combat-part-2/comment-page-1/#comment-522</link> <dc:creator>ZeXLR8er</dc:creator> <pubDate>Wed, 13 Jan 2010 14:44:15 +0000</pubDate> <guid
isPermaLink="false">http://www.monkkonen.net/?p=759#comment-522</guid> <description>I see what you&#039;re saying, Ville, and agree with it almost completely, but not quite entirely. A more powerful attack when used would take a long, long time before it could be used again. This wait time is what would even out the attacks; I can&#039;t see a player always sitting and waiting again and again to be able to use a powerful attack when a less powerful one can be done far more frequently; it&#039;d be far more fun that way. To make sure the effects aren&#039;t imbalanced, the timing could in fact be used to make the weapons equal in power; a powerful weapon that does twice the damage would take exactly twice the time to recharge. That way, you&#039;d still have the fun of using powerful weapons from time to time, but in the long run, there&#039;s no particular incentive to use just them over less powerful weapons.I do quite like the idea of having different attacks overall equal in damage but with different effects. That way, different attacks could be used for different enemies, or different situations, ie whirl attack when surrounded, even though it wouldn&#039;t do any more total damage than another attack (instead spread the damage around, which may be very useful). Punch could stun the enemy for a few seconds. Headbutt would knock them backwards to give you more breathing room. Stab could lower their armour levels for a few seconds, allowing you to attack again with more damage. Burning arrows would cause less damage at first, but would drain the same amount over a period of time. Twin arrows would shoot two less deadly arrows that in combination provide the same damage, etc etc. That is sounding good to me; it would allow for very nice and varied combat, that evolves as the game goes on.And I&#039;m not sure why I hadn&#039;t thought of this before, but the solution to entering ranged combat is very easy, and fits right into how things are already done. The type of combat you enter into when you right click on an enemy would simply be dictated by what weapon you have wielded at the time. If you don&#039;t have any weapons wielded, your character would approach the enemy and enter standard melee combat mode, with special attacks like &quot;punch&quot; and &quot;headbutt&quot; being the only ones you can select. If you have a knife wielded when you attack the enemy, your character would also approach the enemy and enter standard melee combat mode, with special attacks such as &quot;stab&quot; and &quot;slash&quot; added to &quot;punch&quot; and &quot;headbutt&quot; (these two attacks should always be available, since you can &quot;punch&quot; and &quot;headbutt&quot; in melee combat regardless of what weapon you have wielded [with the exception of perhaps a large two handed weapon like a mace etc]). Having a sword wielded when you attack would add special attacks like &quot;whirl attack&quot;. However, if you have a bow wielded when you attack an enemy, your character would not approach the enemy, but would instead hold position in ranged combat mode, with special attacks like &quot;standard shot&quot; &quot;fire shot&quot; and &quot;double shot&quot; available to be used (I feel that in ranged combat mode, all shots should be directly controlled by the player since playing marksman is always good fun, hence the appearance of &quot;standard shot&quot; in the attacks that can be selected. That&#039;s just my opinion though.).Now, DRL mentioned magic, and that&#039;s something that would be very, very easy to implement into this system. Once a magic spell is learnt, it would appear in the special attacks, regardless of what weapon is wielded (just like &quot;punch&quot; and &quot;headbutt&quot; can be used for all melee weapons). So, regardless of whether you have a knife, a sword, bare hands or a bow wielded when you&#039;re fighting, you would still be able to use magic spells, as they are something that is learnt/aprt of you, not something wielded. :)</description> <content:encoded><![CDATA[<p>I see what you&#8217;re saying, Ville, and agree with it almost completely, but not quite entirely. A more powerful attack when used would take a long, long time before it could be used again. This wait time is what would even out the attacks; I can&#8217;t see a player always sitting and waiting again and again to be able to use a powerful attack when a less powerful one can be done far more frequently; it&#8217;d be far more fun that way. To make sure the effects aren&#8217;t imbalanced, the timing could in fact be used to make the weapons equal in power; a powerful weapon that does twice the damage would take exactly twice the time to recharge. That way, you&#8217;d still have the fun of using powerful weapons from time to time, but in the long run, there&#8217;s no particular incentive to use just them over less powerful weapons.</p><p>I do quite like the idea of having different attacks overall equal in damage but with different effects. That way, different attacks could be used for different enemies, or different situations, ie whirl attack when surrounded, even though it wouldn&#8217;t do any more total damage than another attack (instead spread the damage around, which may be very useful). Punch could stun the enemy for a few seconds. Headbutt would knock them backwards to give you more breathing room. Stab could lower their armour levels for a few seconds, allowing you to attack again with more damage. Burning arrows would cause less damage at first, but would drain the same amount over a period of time. Twin arrows would shoot two less deadly arrows that in combination provide the same damage, etc etc. That is sounding good to me; it would allow for very nice and varied combat, that evolves as the game goes on.</p><p>And I&#8217;m not sure why I hadn&#8217;t thought of this before, but the solution to entering ranged combat is very easy, and fits right into how things are already done. The type of combat you enter into when you right click on an enemy would simply be dictated by what weapon you have wielded at the time. If you don&#8217;t have any weapons wielded, your character would approach the enemy and enter standard melee combat mode, with special attacks like &#8220;punch&#8221; and &#8220;headbutt&#8221; being the only ones you can select. If you have a knife wielded when you attack the enemy, your character would also approach the enemy and enter standard melee combat mode, with special attacks such as &#8220;stab&#8221; and &#8220;slash&#8221; added to &#8220;punch&#8221; and &#8220;headbutt&#8221; (these two attacks should always be available, since you can &#8220;punch&#8221; and &#8220;headbutt&#8221; in melee combat regardless of what weapon you have wielded [with the exception of perhaps a large two handed weapon like a mace etc]). Having a sword wielded when you attack would add special attacks like &#8220;whirl attack&#8221;. However, if you have a bow wielded when you attack an enemy, your character would not approach the enemy, but would instead hold position in ranged combat mode, with special attacks like &#8220;standard shot&#8221; &#8220;fire shot&#8221; and &#8220;double shot&#8221; available to be used (I feel that in ranged combat mode, all shots should be directly controlled by the player since playing marksman is always good fun, hence the appearance of &#8220;standard shot&#8221; in the attacks that can be selected. That&#8217;s just my opinion though.).</p><p>Now, DRL mentioned magic, and that&#8217;s something that would be very, very easy to implement into this system. Once a magic spell is learnt, it would appear in the special attacks, regardless of what weapon is wielded (just like &#8220;punch&#8221; and &#8220;headbutt&#8221; can be used for all melee weapons). So, regardless of whether you have a knife, a sword, bare hands or a bow wielded when you&#8217;re fighting, you would still be able to use magic spells, as they are something that is learnt/aprt of you, not something wielded. <img
src='http://www.instantkingdom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p> ]]></content:encoded> </item> </channel> </rss>
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