Changing Things

20130808_230210

So, here’s the thing.

One of the experiments I did with my game was that movement also consumed Action Points. This is the same with the old XCOM and Fallout games.

However one thing I noticed is that I am poor at judging how much Action Points I should spend, i.e. “Oops, I made my unit move too far, now he doesn’t have enough AP to actually attack anymore! He’s just a sitting duck.”

This wasn’t so much of a problem with XCOM; the AP in that game is of whole numbers, that amounted to less than 100 points, normally. It’s even smaller in Fallout which would be in the 10-20 range usually. (It was feasible for them to use whole numbers because those games had grids for movement.)

Being in small whole numbers, it was easy to think ahead how much AP you’d need i.e. “Oh, swinging this big hammer costs 3 AP so I better use only up to 7 AP (being that my character has 10 AP)”.

In this regard, I’m deciding to experiment with a different system. It’ll closely resemble Skulls of the Shogun or the Arc the Lad games in PS2, where movement has no cost. Instead, you can move as much as you’d like within your movement range (i.e. a circle perimeter).

There will still be AP, but it is only needed for attacks or other actions instead now.

It also feels like something that may resemble Valkyria Chronicles, in the end, in that it feels like an action-game, only that you control many people, one at a time.

W.U. 6: Melee Damaging

Check the video. The attacks now damage units. You’ll see the dummy red box has its health reduced when taking hits.

Its not quite visible in the video but I’ve also added swoosh trails on the weapon when attacking. Continue reading

W.U. 4: Melee Attack Crunch Time

With 6 hours 4 hours to go before the meeting, I’ve made an initial test for melee attacks. Since I don’t have any screen recording software at the moment, here is a recording from my tablet:

(Next, time, I’ll rummage through this.)

And here I’ve still yet to explain what those rings are when you attack. I don’t have time to make a diagram right now, but basically, each ring denotes one type of attack.

The smaller ring is for weak, fast, and short-range melee attacks.

The outer ring is, as demonstrated, for farther, more powerful melee attacks.

I’m taking cue from fighting games where you have varying degrees of attacks: maybe a light punch, medium punch, and heavy punch. A light punch makes you dash forward only slightly, while (generally) a heavy punch makes you dash forward a lot more.

Likewise in fighting games, enemies that get hit by melee here will receive pushback.

W.U. 1: Regarding Combo Attacks

Here it is. The first weekly update.

I mentioned combo attacks as one of the things I was thinking of incorporating to the game. This is for melee. I thought it looked more natural that subsequent attacks (of the same attack type) would have different attack animations.

To reiterate, I want to have different (cycling) attack animations every time the same attack command is used in sequence.

Here is some programmer art to illustrate my point:

(You can see how I got lazy in the last attack pose. It was already 2am and I was hungry.)

I got into deep thought into how to implement a system for it and I was thinking of this: Continue reading