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1
vote
0answers
76 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
70 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
143 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 ...
4
votes
1answer
266 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
165 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
308 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
183 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
862 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 ...
16
votes
4answers
586 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 ...