Dakota Strider wrote...
It is unfortunate that we are spending time discussing the best way to implement waves, when in fact, they should be done away with entirely. Rather than hordes of cannon fodder as our combat opponents, what ever happened to a handful or two of opponents that had similar abilities as the party? Going back to an old PnP philosophy, the toughest battles were when the GM found a way to turn the players upon each other. There is little challenge, and not much fun in fighting a bunch of cloned mooks. Give us some opponents that are worth our time, and you will not need 50 of them, to make the combat "interesting".
Actually, do give us 50. Or even 100. And 3, and 7.
Scrap these pretentions to seem like an action game. Get back to tactical gameplay (not just tactical fighting). Make a combat system that takes no impact from number of opponents or hardware specs.
Such combat can look very good. That's just a question of generating good animations. The point is that you have to accept forced pauses and the fact that the game will only react to your input at certain paused points. The game can be turn based (BG), or (better) based on timeline, or action/reaction points (X-Com). What it won't be is action, or "feel" reactive. Button and "awesome" will definitely be disconnected. But the combat will be perfectly under player control.
Timelined might look something like this: Every char (player and enemy) follows an order (player or AI) that ends at some checkpoint. They could all be moving to some spots, for instance.
Logic and pathfinding computes each's position along the timeline. If nothing happens (various checks) the positions are computed on the timeline until one char reaches its destination spot. If it's an AI controlled char, a new order will be derived. It could be to continue to a new spot, or stop and wait for followers. If it waits for followers, the char will now have a new checkpoint -> Follower A, B, C have all reached their spots.
When the followers reach their spots, they in turn will receive new orders and checkpoints. The orders could be wait, and the checkpoint could be that the leader has started moving again. So this group is moving towards some destination. The quickest periodically stopping to let others catch up, thus keeping the group together.
This is still just a timeline. Nothing is happening. But there are checks. A check if a player char has discovered them. When this check returns positive, a pause mark for this char is placed on the timeline. Other char's orders still take them beyond this pause mark, but no further computing of the timeline is done.
Instead, the timeline is animated. And then the animation is played, all the way to the pause mark. There everything stops, and the player can give an order. The timeline is then computed again. Now other chars will get new checkmarks for reacting to either the player char, or their own discovery. If other chars are player controlled, these checkmarks will be pause marks, and the chars will accept player input at reaching these.
Basically, you should understand the system by now. In pure form you cannot pause the game manually. The animation is already generated to the next pause mark. It runs in intervals, between orders and computing. Pauses are injected to stop the timeline by various events. Order is completed, of course, and checks for if the order is still viable, and checks for important discoveries.
However, it's probably desirable to have some player ability to react to the animation. So put in a manual pause. This will halt the animation and truncate the timeline at that pause. After new orders, the timeline will be rebuilt towards next pausemark, new animation generated and played.
Considering the fantastic possibilities (scalability, intelligence, injuries, retreat, surrender, fleeing, integration into the rest of the game, even dialogue) of such a system, it seems a pity to give it all up for some tiresome, 'same ol', 'same ol', "action", combat 5 vs 5, always until death, abilities 100% until last drop of blood is shed, etc gaming clichés.
Modifié par bEVEsthda, 01 juin 2012 - 06:08 .