Post by scottsm on Nov 30, 2011 11:19:10 GMT -5
The reason I made a second tech demo is because this script represents more of what I want to accomplish with my action rpg's combat system. Before I let ya play the new tech demo I want to talk about how I want my combat system to be.
My combat system will use three buttons.
A
S
D
A - A will be the standard attack button. This button is rather simple, if you want to attack, no matter what weapon you are using you will hit this button.
S- This is where things get a little complex. I call the s button my secondary button. This button comes into play for quite a few things. Let's say for a lack of a better word you are a sword and board warrior. You attack with A, however you will block with s because that is the secondary weapon.
Let's say you are using a class that uses a bow. If you just hit a nothing will happen. You use the s button to ready an arrow, then a to fire that arrow. It seems a little complex, however it will be fluid and arrows will pack quite a punch.
Lets say you are using a class that attacks with a two handed weapon. If you hit a your attack is going to be fairly weaker, yet much faster. However, if you hit s, you equip it with two hands and its slower but does much more damage. With this all you have to do is hit s to go back to one handed attacks.
Let's say you are a mage. You hit a to unleash a regular spell with no mana cost from your staff. This is your standard attack. If you hit s then a you unleash a far more powerful spell, with some mana cost.
This is just an example of what the s button will be able to do, a lot of things are going to be tied to that button.
Finally the D Button will be used for all skill attacks and magic attacks. For any sort of mages this will mean far stronger spells at greater mana cost. Now this is where things get a little tricky, because if you have a large mana pool and a crap ton of mana potions you can spam these spells all day and there goes the challenge.
Here is where we meet the global cooldown bar. All skills/spells used by hitting the d button have a global cooldown. Let's say you cast a powerful fire spell, and that fire spell has a one minute cooldown. That applies to the global cooldown, so no matter who you switch in and out you cant use any spell or ability for one minute. So this means you have to be careful how you use your powerful abilities.
If you go around popping off your powerful spells willy nilly you will get yourself into a heap of trouble. Some cooldowns could add five minutes or more to the global cooldown bar, so you need to use your brain, and use your characters properly.
This is where we enter the beauty of this game to be. There will be over 50 different classes. You don't get to choose from them at the start either. You pick up different characters with different abilities all through out the game. Your max party size is 4. So before you venture out into unknown lands you need to research the monsters in the area.
This game is going to be challenging. You need to pick the right characters for the right area. You don't want to send an ice mage into a lake of fire for a lack of a better term. The game will have a checkpoint system, the check points also server as a quick travel hub, you can also swap in and out party members.
Before you do that, you turn to your in game almanac, click on the name of the area and it will tell you what monsters are there, most of the monsters will have their strengths and weaknesses stated in there. Some wont, but half the fun is figuring out. There is no punishment for death, you just go back to the last checkpoint, also looking into the almanack will take less than a minute, so you wont have to tediously flip through pages.
Anyway, that is the easiest way I could describe what combat will be like in Oberon Knights. I have a lot of work ahead of me, and I do plan on releasing this game in alpha form because I have not even began to go into the depth of this game. I will post more and more information into this special forum I've made as time goes by.
This will be the last tech demo until the combat system is fully operational. The combat system in this tech demo is not mine, and it partially works which is a huge pain in the ass. I just want to give you a small taste.
www.mediafire.com/?73zln28aoof2a2k
Controls
Up, Down, Left, Right
A - Attack
S - Attack with the other hand (I could only get dual weilding to work in this script sorry).
To go to the menu hit esc, you will be able to set skills and items, although I dont remember if I put any skills in. Make sure to set healing potions to the hotbar though, you will need them.
Keep in mind I did not make the combat system, it is a very VERY rough sketch of what I hope to accomplish.
My combat system will use three buttons.
A
S
D
A - A will be the standard attack button. This button is rather simple, if you want to attack, no matter what weapon you are using you will hit this button.
S- This is where things get a little complex. I call the s button my secondary button. This button comes into play for quite a few things. Let's say for a lack of a better word you are a sword and board warrior. You attack with A, however you will block with s because that is the secondary weapon.
Let's say you are using a class that uses a bow. If you just hit a nothing will happen. You use the s button to ready an arrow, then a to fire that arrow. It seems a little complex, however it will be fluid and arrows will pack quite a punch.
Lets say you are using a class that attacks with a two handed weapon. If you hit a your attack is going to be fairly weaker, yet much faster. However, if you hit s, you equip it with two hands and its slower but does much more damage. With this all you have to do is hit s to go back to one handed attacks.
Let's say you are a mage. You hit a to unleash a regular spell with no mana cost from your staff. This is your standard attack. If you hit s then a you unleash a far more powerful spell, with some mana cost.
This is just an example of what the s button will be able to do, a lot of things are going to be tied to that button.
Finally the D Button will be used for all skill attacks and magic attacks. For any sort of mages this will mean far stronger spells at greater mana cost. Now this is where things get a little tricky, because if you have a large mana pool and a crap ton of mana potions you can spam these spells all day and there goes the challenge.
Here is where we meet the global cooldown bar. All skills/spells used by hitting the d button have a global cooldown. Let's say you cast a powerful fire spell, and that fire spell has a one minute cooldown. That applies to the global cooldown, so no matter who you switch in and out you cant use any spell or ability for one minute. So this means you have to be careful how you use your powerful abilities.
If you go around popping off your powerful spells willy nilly you will get yourself into a heap of trouble. Some cooldowns could add five minutes or more to the global cooldown bar, so you need to use your brain, and use your characters properly.
This is where we enter the beauty of this game to be. There will be over 50 different classes. You don't get to choose from them at the start either. You pick up different characters with different abilities all through out the game. Your max party size is 4. So before you venture out into unknown lands you need to research the monsters in the area.
This game is going to be challenging. You need to pick the right characters for the right area. You don't want to send an ice mage into a lake of fire for a lack of a better term. The game will have a checkpoint system, the check points also server as a quick travel hub, you can also swap in and out party members.
Before you do that, you turn to your in game almanac, click on the name of the area and it will tell you what monsters are there, most of the monsters will have their strengths and weaknesses stated in there. Some wont, but half the fun is figuring out. There is no punishment for death, you just go back to the last checkpoint, also looking into the almanack will take less than a minute, so you wont have to tediously flip through pages.
Anyway, that is the easiest way I could describe what combat will be like in Oberon Knights. I have a lot of work ahead of me, and I do plan on releasing this game in alpha form because I have not even began to go into the depth of this game. I will post more and more information into this special forum I've made as time goes by.
This will be the last tech demo until the combat system is fully operational. The combat system in this tech demo is not mine, and it partially works which is a huge pain in the ass. I just want to give you a small taste.
www.mediafire.com/?73zln28aoof2a2k
Controls
Up, Down, Left, Right
A - Attack
S - Attack with the other hand (I could only get dual weilding to work in this script sorry).
To go to the menu hit esc, you will be able to set skills and items, although I dont remember if I put any skills in. Make sure to set healing potions to the hotbar though, you will need them.
Keep in mind I did not make the combat system, it is a very VERY rough sketch of what I hope to accomplish.