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0
votes
2answers
44 views

Get enum value “string”, and get int value of that

Sorry if the title is confusing, but I literally don't even know how to summarise this into a title. So here's the problem: I have a list of combat moves for a character. I have an animation for each ...
0
votes
1answer
34 views

How to map changing stances (southpaw/orthodox) to gamepad controls?

I am developing a third person hack n slash style game which features a variety of melee and projectile weapons as well as unarmed combat. The player will be able to dual wield any combination of the ...
0
votes
0answers
28 views

Adding rhythmic combat in Construct 2?

Just a simple question here: Is there any way to integrate counter-attacking, stun and punch rhythmic combat mechanics seen in the Batman: Arkham franchise and Shadow of Mordor? I know that Construct ...
0
votes
1answer
105 views

To-hit formula for turn based isometric battle RPG

I am an amateur using Unity 5 to create the aforementioned type of game. I am trying to write a function to determine whether a close quarters combat(melee) attack lands or not but am extremely ...
3
votes
2answers
69 views

Problem with trigger

I am making a melee attack with my game, but I'm stuck in a problem related to using triggers. The enemy NPCs have a sphere collider set on trigger so I will know who is inside their range (radius of ...
5
votes
4answers
1k views

Armor VS Weapon types

I have these armor types: LEATHER MAIL PLATE which are, basically, light, medium and heavy, and these weapon types: BLADE PIERCE BLUNT I need a sensible 3x3 table which tells what armor type ...
1
vote
0answers
64 views

Appropriate MMORPG battle system for Android-oriented MMORPG? [closed]

I need a tip for a game I'm making. Because of many issues I want to make a 2D mmorpg: A 2D game is easier to code (I'm using ActionScript3 / Starling). I can more likely find preexistent graphics, ...
2
votes
1answer
266 views

How do games go about designing weapon damage?

In Action-RPG games, I was wondering how weapon damage numbers and attack speeds are decided on. Do most games come up with their own or do they "steal" numbers from other games? How would I go about ...
0
votes
1answer
213 views

Adding movement to a text-based rpg battle

Outline I have the bones of a text-based RPG - the player can progress through a branching storyline and activate some simple events (recieivng/giving/trading items). As I am designing the battle ...
0
votes
1answer
183 views

2D space combat - turn based, orientation / facing [closed]

Another rewrite - By they way thanks, because your former critics made me think of this.: I am currently building a tactical turn based combat game in space. Movement is (now) on a grid. The player ...
1
vote
1answer
531 views

How do I implement melee hit boxes for a top-down game?

For a 3D top-down game, how should I handle collision in melee combat? My game has no targeting system, so I can't use a simple distance check between attacker and target. What I am thinking is have ...
4
votes
2answers
2k views

How to properly do top-down aRPG melee attacks? [duplicate]

I'm reposting this from my own thread in reddit's gamedev community, since there were too few responses: I've been looking for some info on that, but I mostly find articles on the design of such ...
1
vote
1answer
629 views

How can I unify the collision handling of melee/spell attacks in a networked environment?

I am trying to figure a good way to create the battle system of a game. The game is fast paced and the gameplay needs to be precise (think hack n slash) What I would like to achieve is a simple and ...
1
vote
0answers
93 views

What should the data structure of a flexible ability system look like? [duplicate]

Hi guys I am currently working on a turn-based RPG that will require me to create numerous abilities with little overlap. I've been looking to other games to see how their ability and combat system is ...
0
votes
0answers
74 views

What's the most efficient way to manage auras & buffs? [duplicate]

I would like to know, for a game that does NOT use a grid (1-dimensional movement, in fact); what is the cleanest way to manage buffs that change a unit's variables? My current system is going to be ...
0
votes
3answers
178 views

Calculate combat result between 2 units [closed]

I need to know the best way to calculate an outcome between 2 types of units. Each unit has 3 factors: Health, AttackPower, Defense There is also a last factor of anti-troop which says that one ...
5
votes
1answer
500 views

How to define a proper protocol for a turn-based combat system?

I'm working on the server side of a turn-based strategy game. The game has a really complex combat system, like: When you are hit, you summon a phoenix to attack the enemy that deals X damage, and ...
2
votes
2answers
212 views

Improving the monster tamer battle mechanics: 2 choices

I'm developing a new monster taming/hunting game and I wanted to make some changes to the battle mechanics. Which would you find more fun and can you offer any suggestions to improve on what I've ...
2
votes
2answers
431 views

Best way to calculate unit deaths in browser game combat?

My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, ...
3
votes
1answer
201 views

Rate-limiting players actions in a multiplayer game

I'm thinking about building a multiplayer game with combat between players and monsters. Actors need to have a maximum actions per minute, otherwise users could cheat by holding down the attack key. ...
5
votes
2answers
1k views

Checking for Weapon Collision in a 2D overhead RPG game

I'm starting development on a 2D overhead RPG game, and am wondering what the best approach for handling weapon collision and dealing damage to enemies is. I'm currently using a basic Entity/...
16
votes
4answers
702 views

What behaviors should go into making a “non-perfect” AI combatant?

When making an npc combatant, it's easy obvious what to do to get a robot deathmachine by optimizing combat tactics, timing and attack types, but harder (and more interesting in a fight) to get an ...