Stu's Rusty Bucket

Combat thoughts

Now that I have switched to a party mode, combat is no longer one-on-one icon bashing on the main screen, with that I’ve removed my enemy sprites from the main tilset, and instead taken a leaf from Magic Candle I and replaced them with a skull and crossbones.  If you are close enough to an enemy, the skull and cross bones will appear on the map and depending on what you do, it may wander while your within vicinity or it may track toward you, when combat happens, maybe they are at a certain range and are archers etc.. it should open to a new combat screen.

I’m aiming here for a gold box like combat option. The mechanics wont be the same, since we dont have all the same stats, I’m not dealing with encumberance and such. The amount of movement points you get is rated against the percentage of hit points you have vs your max. The idea is, the lower your hitpoints the more wounded you are, the less able to move you are. To make an attack or cast a spell you need at least half of your movement points available.

For example;

Everyone has 10 movement points as a generic starting average.

You have 10/10 hit points. You can move 5 spaces (move costs 1 pt), and make an attack. If you moved 6 spaces, you have only 4 left, which is less than half so cant attack.

You have 10/20 hit points. Thats 50% of your points, so you have 5 movement points. You can move 2 spaces and attack, but if you move 3 spaces, you have only 2 points left, not enough for an attack..

Now, things like haste spells and rings of speed etc can boost you over 10 points. 10 is just the starting average based on your speed (speed is the only attribute you really have in the game).

If you attack, it will use all your points, but some speed bonuses and other things will allow multiple attacks, that reduces the point cost. ie: normally you need at least half your points for an attack. If you can attack twice in a round that cost reduces to needing one quarter of your points for an attack. make sense?

It will need some refinements and I’m borrowing a lot from my roguelike code here, but it shouldn’t be too complicated to implement.

Posted by on 11/13 at 08:46 AM    
Filed Under : ComputersDevelopmentFishguts
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