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Old 04-24-2006, 11:44 AM   #148
tehScarecrow
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Join Date: Jun 2004
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The IRE combat system isn't 100% scriptable really. For example, playing a Mage on their game Imperian I use a mapper program that displays an ansi map of my area, and set up my room effects and walls in such a way to plan for when an attack comes and was able to kill several people by myself with good consistancy. Use the "fog" spell so that I know what is in each room and they don't, bwahaha. While most of the stuff in their games can be scripted, they wouldn't be popular if it was 100% scriptable.

While a scriptable fighting system is certainly lame, in the_logos' defense (I haven't read this whole thread, can you blame me? But from what I glean from this page) when he started his game and its fighting system front ends and scripts were nowhere near as common as they are today.

I am working on a fighting system idea that has moves all with their own cool downs (kind of like DotA, the wc3 map if any of you play that) and the ultimate moves look like the normal moves when you start doing them but have a much longer cool down and some random factors. Since moves are not completed instantly, classes have 1-2 quick moves that exist to stop a larger and stronger move from completing, and the goal is to make them waste their quick stun moves on what is not really your big attack and then finish them off with a small luck factor thrown in. I have high hopes for it, though I am having trouble making different classes unique within this kind of plan now that I've designed like 5 classes and want to design 5 more.
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