Hay Tom that's fair enough, and as a fan of games like Eamon I can't
complain at symple, especially if you plan to expand it later as indeed
Eamon got expanded by several authors who played with the system.
I myself like the robot idea, just because robot battles is a fairly unique
concept as it is. After all there are games like Epical gladiators on the
Iphone that deal with basic turn based combat between warriors even now,
but I've yet to see a robot one and reading attack descriptions or upgrade
descriptions in such a game could be amusing.
Beware the Grue!
Dark.
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, November 26, 2013 7:44 AM
Subject: Re: [Audyssey] Hack and Other Simple Games
Hi Dark:
I appreciate the suggestions, but at this point that is way more
complicated than I was planning on for this game. Assuming I even
write said game in the first place. By simple I mean keep it simple
stupid as it gets. Basically, something I could conceivably write in a
couple of weeks of free time.
To give you an idea of where I am at in the thought process I
downloaded the new Hack game for Windows from Audiogames.net, and
well, thought I could write something simple like that too. Just
something to create that would be a great little time waster,
something that would keep my mind off my troubles, not take weeks and
weeks of time to develop, and in the end just be something to play
around with.. I do not want complex or in depth here. I suspect to
some the game may sound lame, even a bit boring, but there are times
where simple is fun too.
That said, I can not go back and expand the game at a later time. In
fact, I may very well do that. I would just create a very basic game
now, and expand it when I have time to add something more complex.
Same goes for things like sounds and music.
Cheers!
On 11/24/13, dark <[email protected]> wrote:
Hi Tom.
I agree on your skills ideas and varieties of upgrades, whether warriors
or
robots, but I was also thinking in terms of what was actually happening
in!
battle, so that when fighting the player actually had different options
to
choose than just hitting the attack button over again.
So just to take a simple example, rather than just role dice with all
correct weaponry skills and do damage accordingly, have a number of
defensive styles to choose before using each attack which can be used a
limited number of times in the fight. Lets say for example, you see your
opponent is using a dodge defense. well your obviously going to want a
wide
slash to be more likely to hit, so you might choose to hack with your
sword.
On the other hand, if your fighting someone with a sword and shield who
chooses to block with their shield, well hacking away won't do much good
so
you might decide to try striking at their legs and putting them
offbalance,
so you'd choose an unbalancing attack which would make your next attack
stronger.
thinking of a fighting game this way, asmore of a card game where you
choose
to play different cards from your hand according to your oponent's
stratogy
rather than a dice game of who can roll the highest would make for a
much
more intereactive game, and also something where the randomness of the
opponents you fight makes a major difference.
of course this is just a suggestion and there are doubltess other
possible
systems, but I will confess it is one of the things that irritates me in
so
many rpg games, whether browser based, old text based ones or even
simple
battle affairs like Hack or tournament from bpc that basically all the
stratogy comes from what stuff you buy or train with experience, and
none
is applied in the actual fight itself. After all in a real! fight, it's
far more likely to be the person with the better stratogy, experience and
instincts who wins, not just the one with the best equipment or the
biggest
muscles for all both are important.
all the best,
Dark.
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