Author Topic: Fighting system : open discussion  (Read 3979 times)

Offline jeancallisti

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Re: Fighting system : open discussion
« Reply #15 on: August 20, 2018, 10:23:18 pm »
I just had an idea that seemed like a genius idea just right now while I was falling asleep in my bed. I need to write it down now before I forget, but maybe it will sound super stupid tomorrow when I read it again.

Before I explain the idea, I want to write one more time that I think there's definitely something in a combat system that has some sort of parry. I remember I was thrilled when sword-fighting in the old Prince of Persia 2 because having the right timing definitely makes you feel endangered but also empowers you a lot when you hit back. You even feel like you're putting strength in the blow even though that's just a regular blow.

More recent games rediscovered that, for example Nidhogg (2D), or Chivalry (3D).

But all of that is not new. My idea right now is to make the player manage the body balance -- more specifically, how forward is the chest compared to the feet.
- If the chest is too forward (as the result of giving a hard/loaded blow) then if you miss you can fall forward or at least you cannot protect your chest with your other fist so you might get hit.
- If, on the other hand, you're slightly bending backwards, then, I don't know, maybe you can protect yourself better (every hit you receive doesn't make you lose health points) but makes you lose ground and pushes you backwards (until you're stuck against a wall). That makes you lose initiative and, let's say, makes you unable to achieve any combo.

So I'm not saying that the feet should be controlled separately from the chest. First, that'd be stupid, and second, that wouldn't be playable (we have to remember that everything we design has to be tap-compatible). BUT  maybe this balance thing could be semi-automated and a direct result of your moves.

Offline Tremulas

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Re: Fighting system : open discussion
« Reply #16 on: August 21, 2018, 01:59:11 pm »
Hmmm is this one a little complicated and non relative with an Indy adventure game ?