Re: Let's Talk Combat
So from my perspective I often find complete turn based strategy completely and utterly boring. At the risk of bragging, the down side to turn based is, even with the time element, you still have plenty of time to sit back, take a drink of your tea and predict exactly what everyone can and can not do.
I admit I've not played many of the rpg's mentioned in this topic, say for entombed, but one thing I always felt the audiogame community lacked was real actual engagement. take assassins creed, in that game you have to actually time yourself to avoid guards, you have to get a shot exactly lined up, and I kid you not in one mission you had to flip off of a roof, through the air, just to slice someone as you passed. Now that's not to say coding something like that is easy. Far from it I'd imagine, hell just coding a realistic fencing slash v.s block system for a sword was enough for me to sit back and go damn. I need more time than I want to dedicate to this right now.
Going off of frameworks I am familiar with:
tactical battle was turn based and I got so bored with it it was unreal.
Time of conflict was turn based with a time elemnt, which held my interest for a while and still sometimes does, but the fact there are a few logistics problems (no resistance within cities, no spies and you have to kill every, single, enemy unit) eventually lead to me shaking my head and walking away.
Finally from the real time area I admit I did thoroughly enjoy soundRTS for the longest time. That real time element, that while you're building footman, the enemy could be building archers, that really was a thrill. Naturally the problem with soundRTS is it is still a whee bit primitive and the AI becomes predictable after so long.
That in my opinion, is what no audio game or mud has yet to create, an AI that is actually,you know, intellegent.
Jayde, you mention it above and a big problem I could see with playing your proposed game is I'd play it the first time, likely die, but from then on I'd just predict everything. The AI has no... Okay, this failed lets try this instead!
AI in audiogames are nearly always coded with a hardcore single track mind. AI's need to be flexible, to have multiple paths they can take, that's what makes good combat.
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