Author Topic: OmniRPG - Coding  (Read 67377 times)

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Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #180 on: February 19, 2013, 03:31:43 am »
I don't think so, such small platform is made to have a ground where to stay rather than one where to walk. And in a 4 vs 4 battle, you'd quickly be stuck.

EDIT : on the other hand, it would be cool to have attacks with different ranges : for example, to hit with classic swords or knifes you'll have to be on an adjacent cube, to cast a spell it can depend on the spell, you can throw objects depending on your force etc. For sure it would bring some more elements of gameplay, but I'm not sure it would be very practical.
« Last Edit: February 19, 2013, 03:35:02 am by Matrefeytontias »

Offline willrandship

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Re: OmniRPG - Coding
« Reply #181 on: February 19, 2013, 04:18:30 am »
I think attacks should be left alone, aside from maybe damage debuffs for the back row. It's nice to have a no-hassle part to the gameplay. AOE stuff would be interesting, and it would depend on the layout you choose beforehand, so pre-battle strategy gets involved somewhat.

Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #182 on: February 19, 2013, 07:36:35 am »
That does sound rather cool, matrefeytontias! If I have time later, I was thinking about how some battle animations might work. I don't think it would at all be difficult to make a lightning bolt come from the sky and hit a square or to launch a fireball in an arc and have it pummel a square.

Offline Hayleia

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Re: OmniRPG - Coding
« Reply #183 on: February 19, 2013, 12:39:28 pm »
What about a real-time battle engine instead of a turn-based one ? *.*
That would be awesome in my opinion (but certainly a lot harder to do :-\).
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Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #184 on: February 19, 2013, 12:41:52 pm »
Then what would be the point of having several guys in a team ? Real-time is for games with a single character. In turn-based you can have many - and we already discussed it and went for turn-based (which is in fact harder to code due to AI, skills database etc).

Offline TIfanx1999

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Re: OmniRPG - Coding
« Reply #185 on: February 19, 2013, 01:26:24 pm »
^Yea, realtime doesn't work as well with a multiparty system unless you have AI controlling the other members. Not nearly as fun IMO.

Offline willrandship

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Re: OmniRPG - Coding
« Reply #186 on: February 19, 2013, 06:16:01 pm »
Plus, AI will be insanely difficult, and likely very glitchy. Imagine coding pathfinding X.x

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #187 on: February 19, 2013, 07:25:44 pm »
That's why I thank that a turn-based battle-engine without any movements would be clearly enough for a calc game. Moreover, we can still counterpart that with nice animations and stuffs. But writing enemies' AIs will surely be a PITA (which skill use when, on who etc).

Offline TIfanx1999

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Re: OmniRPG - Coding
« Reply #188 on: February 19, 2013, 07:29:06 pm »
But writing enemies' AIs will surely be a PITA (which skill use when, on who etc).
That can be alleviated some by having different selectable styles, IE set an AI to healing, attacking, supporting etc. I do still agree with you though, and even a smart AI isn't as good as something you can control yourself.

Offline willrandship

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Re: OmniRPG - Coding
« Reply #189 on: February 19, 2013, 08:15:58 pm »
Indeed. Monster AI should be advanced enough to provide a decent challenge, but that's for when we have a working battle engine!

Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #190 on: February 20, 2013, 07:01:16 am »
Yeah, and if we have the monster AI created, we can give the user the option of setting some players to AI. This way new players who don't know what they are doing don't get destroyed early on.

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #191 on: February 20, 2013, 08:01:46 am »
You mean applying monsters' decisiveness to guys of your team ? That effectively can be a good idea for total newbies.

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Re: OmniRPG - Coding
« Reply #192 on: February 20, 2013, 08:03:50 am »
You mean applying monsters' decisiveness to guys of your team ? That effectively can be a good idea for total newbies.
Yes, precisely :) It shouldn't be that difficult if we already have the AI made.

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #193 on: February 20, 2013, 08:11:39 am »
Okay then, but let's clear it : I absolutely won't be of any help with the AI ;D I think I'd better work on the battle engine and actions animations.

Offline TIfanx1999

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Re: OmniRPG - Coding
« Reply #194 on: February 20, 2013, 08:16:44 am »
Well, IMO I'd probably design the two separately if we chose to allow AI controlled players. Code could possibly be shared between routines, but I'm thinking it would be too much branching if they used the same routines. I could be wrong though.
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« Last Edit: February 20, 2013, 08:16:55 am by Art_of_camelot »