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Questions tagged [combat]

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1
vote
1answer
23 views

Detecting collisions during animations

I am creating a prototype enemy swordsman, and I'd like to be able to parry his attacks, like the parry system from VR Dungeon Knight. This is my method of implementation: Parent a sword to his hand ...
5
votes
2answers
699 views

Need help deciding on an ability system in Unity

I'm making an RPG and got to the point where I want a player to be able to use abilities. I decided to use a command pattern to keep keybindings flexible and now I've arrived with the following ...
-1
votes
1answer
62 views

Are there any formulas/algorithms that could allow level to decide how many dice can be used for a roll?

See, I'm trying to work on an cRPG system and I want a formula or algorithm I guess, where the level affects how many dice can be rolled for any action (in addition to a default number of dice and ...
4
votes
2answers
311 views

I am struggling with a combo system for a game of mine

I am currently trying to make a game with a friend but at the moment I am having a few problems with finding a combo system. Until we progressed I copied this code from a video where I use our first ...
3
votes
2answers
218 views

MMORPG Design Question: Best idea for adding PvP(PlayerVsPlayer) in open world MMO? [closed]

Brief Explanation of game: Time Travel, one map, open world MMO called ChronoCraft. If you'd like to know more about the game, you're welcome to check out our twitter where we post some of our ...
1
vote
2answers
107 views

Help creating combat for collection type game

sorry for my odd terminology, I am rather new to all this I'm creating a collection/pokemon type game. as of right now I have created a separate GameObject prefab for every monster/character in the ...
17
votes
11answers
6k views

Fair combat system for new players on RTS game

I'm working on an idea/concept for a multiplayer game that I want to develop after my functional analysis but I'm still thinking of a way to implement a proper, fair combat system between new and ...
2
votes
3answers
218 views

Is a Stamina Bar (ala Dark Souls) a good idea for a casual player target group?

We all know the "Stamina Bar". For those who dont: Its a "Bar" (usually right below your life-bar) which prevents spamming the attacks as much as you want. Attacking will also reduce your stamina and ...
5
votes
5answers
429 views

Is my skill tree possible, balanced, or even a good idea? [closed]

Like most people, I have an idea for a game. I have a particular concept I want to create with a particular set of mechanics I want to implement. What I need help with is the underlaying player ...
1
vote
1answer
354 views

How to design simple turn based combat system with multiple difficulties?

I am developing a small, turn-based game with spaceships. The user-controlled spaceship has two modes, let's call them offense and defense mode. The user can freely switch between modes. There are ...
3
votes
0answers
60 views

What can make a character better in combat when overwhelmed? [closed]

I am designing a medieval themed RTS game and want a unit that performs better than a regular unit would when outnumbered or against better units making them slightly resistant to good enemy tactics. ...
0
votes
4answers
3k views

How How can I make a simple combo combat system in Unity

I'v been trying to make a melee combo combat system in the Unity Animator, but I can't seem to get it right. I'm trying to go for a combo system that flows from Hit 1 to Hit 2 to Hit 3, ect, with ...
0
votes
1answer
82 views

How do I make three attack systems so that there is a rock-paper-scissors distribution, but equal average?

In the game, there are three attack systems: Strength-based, Magic-based, and Psionic-based. The damage each type deals will be multiplied by their own modifier. The one for strength I have come up ...
2
votes
1answer
304 views

How to solve “server lag” problems that break the game

How do real-time multiplayer games deal with latency problems (or “server lag”)? Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
0
votes
2answers
221 views

Best practice for RTS accuracy/aim

As I'm developing a RTS game set during the Napoleonic Campaign, I've got a question about the best method to implement 'bad aim' for the AI, as the accuracy of muskets were quite terrible back then. ...
0
votes
1answer
70 views

How to get the attack animation cycle all the way through after one KeyEvent without twitching? (Java awt)

So I figured by myself (supposedly) how to make the attack animation cycle all the way through after pressing a key without needing to keep it pressed. But now it doesn't always start at the same ...
0
votes
1answer
63 views

Enemy AI chase twitching left and right to move vertically

I'm making an enemy follow the player based on his possition and attack if he is within a distance and his last movement (if the enemy last moved to the left, it will attack to the left, etc.). It ...
1
vote
1answer
113 views

Combat System - Class Objects as Package and Listener

So I've been trying to map out a combat system and I have an idea I'm laying out that I'm looking for a sanity check on, as well as suggestions. The idea is that all things that can do damage (...
39
votes
11answers
9k views

How can I make text-based combat more engaging?

I'm making a text based adventure in Java, and currently I have a fairly limited combat system where you can do one of 3 things: attack with your sword attack with magic(if its unlocked) drink a ...
0
votes
2answers
155 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
100 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
1answer
335 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
135 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
2k 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 is ...
2
votes
0answers
201 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
2k 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
457 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
281 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
1k 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 ...
6
votes
2answers
5k 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
915 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 ...
2
votes
0answers
126 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
3answers
198 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
665 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
260 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
511 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
224 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
4answers
2k 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/...
19
votes
6answers
1k 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 ...