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I work on a space combat/exploration game, and I got to a point where I require external opinions. The setup is this: A space ship can have 2-4 weapons, each weapon can have 2-4 ammo types. Ammo types ...
Battle's user avatar
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1 vote
1 answer
298 views

My fighter character in a text based roguelike I’m working on is going to be kind of like a sleeper mage due to their spell list and now I’m wondering how to make my mage unique If I give the mage ...
AAustralis's user avatar
1 vote
2 answers
355 views

I have been studying a lot of combat systems across various genres of games, and from those that I have seen, having unsafe attacks seems to be quite a common staple. But I am not sure why? I think I ...
FrontEnd's user avatar
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1 vote
1 answer
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I'm making an idle game for PC, Steam, called Infinite Forest Idle. The main game loop is: Click "Start Adventure" Your character starts fighting monsters, monsters drop stuff you need to ...
Pascal Claes's user avatar
2 votes
3 answers
658 views

I’m making a Pokémon-like game called Beasts of Iatu. The problem I’m having is creating a chart for the attack and defense changes between types. There are fourteen types in Beasts of Iatu, though ...
Jobah619's user avatar
-1 votes
1 answer
120 views

The problem with: Damage dealt = damage - defense is that you get a situation where no one will ever choose attack speed vs damage because high attack speed ...
Cei's user avatar
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1 vote
1 answer
240 views

input reading = NPC reads the input of the player and instantly reacts to counter everything the player does. So, is it like : ...
Cei's user avatar
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0 votes
1 answer
478 views

followed this tutorial : https://www.youtube.com/watch?v=UlvBqz8bhCo the guy is working mostly in 2D, i tried to apply the same method but I'm hating working with UI in godot, everytime I seem to get ...
Cei's user avatar
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1 vote
1 answer
514 views

TLDR QUESTION the main thing I don't understand how do i make it so that when i press a keybind i activate not a skill but a slot in the skillbar and the slot in the skillbar activates the skill extra ...
Cei's user avatar
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0 votes
1 answer
392 views

This is my actual set up, and for the moment I'm using this tutorial : https://www.youtube.com/watch?v=Mek4XtMhcMs&t=4s which is one of a kind, never found any other guide on how to make 3D melee ...
Cei's user avatar
  • 873
1 vote
1 answer
481 views

I want to add the translucent blue swish following the sword when it is swung, but I don't even know what to call it, so I can't search it.
Cei's user avatar
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0 votes
2 answers
155 views

In real life if you shoot an arrow towards a target that is running towards you. The targets velocity increases the damage that arrow's velocity would cause. If the target is moving away from the ...
Cei's user avatar
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1 answer
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I was checking the new animation with that Mixamo right I made for combo attacks at various speeds.... and I realized I never thought about how implement it in-game. Is there a simple, fast and ...
Cei's user avatar
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2 answers
877 views

A few days ago I first used the new input system of unity for my game and I ran into a problem. So basically I cant seem to figure out how to implement cooldown in the new system. Either it just ...
Hammynator's user avatar
2 votes
1 answer
208 views

I'm developing a turn-based RPG with Pygame as a hobby to better learn Python. I am inspired by NEO Scavenger, Fallout and Mount & Blade. I like the idea of equiping the character with the stuff ...
user203520's user avatar
0 votes
1 answer
892 views

I'm working on implementing a directional attacking / blocking system in Unity à la Elder Scrolls: Arena or more recently, Mount & Blade - where moving the mouse in a certain direction signals a ...
Andrew T.'s user avatar
2 votes
1 answer
797 views

I want this because I am making a game where you control a bunch of units, and each of them have different health and weapons. I want to make a weapon that deals damage to everybody on the enemy team, ...
Ekadh Singh's user avatar
0 votes
0 answers
63 views

Like it says in the title, I like the way that Spider-Man Has a dynamic and fluid feeling combat system. I can't exactly put my finger on a few key aspects, though, and I don't have any way I can ...
TheWorldSpins's user avatar
6 votes
1 answer
739 views

If you remember the old Fallout 1 + 2 games, there you could select where to shoot/hit the enemy. But of all the choices, only chest or head made sense. Chest to maximize hit probability or, if a hit ...
NikkyD's user avatar
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1 vote
1 answer
3k views

I am trying to make a component-based ability system for my new turn based game that I am working on. I not sure with the architecture and the approach I am following. So here my idea: Every Ability ...
Powski's user avatar
  • 13
0 votes
1 answer
293 views

This is a top-down game, I guess I should also mention that the character is not centred on the screen and the attack should be in 4 different directions. The attack's direction should be based on ...
Mr. Sir's user avatar
0 votes
0 answers
41 views

I'm changing cover positions depending of player position (to keep obstacle between player and cover point). But when my bot using pathfinding algorithms to build path to that cover, he will spend ...
Robotex's user avatar
  • 251
0 votes
1 answer
645 views

So the new input system is out, and we're using it for our game. The next hurdle I'm trying to get over is implementing a melee combo ( E->-E->E). Not 100% sure how to get the new system to execute ...
Kaitou3d's user avatar
0 votes
1 answer
3k views

I am currently working on a combat system and I wanted to be able to have key combos to execute combat moves and such, and I am detecting key input type as well for example, if the key is tapped, or ...
Mira's user avatar
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6 votes
1 answer
1k views

I'm developing a turn-based combat system for an RPG, and I'd like to know if there is any kind of best practice around diagrammatically modelling something like this. The ideal modelling paradigm ...
Fenja Louwrens's user avatar
0 votes
2 answers
8k views

I have an actor who has some animations. Animations perform based on some actor states (animation blueprint of actor): Conditions at the Event Tick (similar to while loop): The actor changes perfectly ...
Boneco Sinforoso's user avatar
1 vote
1 answer
381 views

I am trying to implement a combo system in my Unity project. I started with a coroutine to call a single attack and it goes relatively smoothly, the problem occurs when I try to modify said coroutine ...
FSic's user avatar
  • 188
4 votes
2 answers
567 views

I was wondering about this particular game mechanic in tactical combat games, like XCOM2, where you have two actions, which may be: move+move reload+move move+reload move+attack ...but not attack+move,...
Miliv's user avatar
  • 143
0 votes
1 answer
261 views

I've seen this in a number of games now - for me, I think the first (and one of the better examples) was Blue Dragon - where characters take turns in an order determined by their speed attribute such ...
Brent Hackers's user avatar
2 votes
3 answers
737 views

So I've been working on my game for roughly two years now and although it's significantly more balanced than it was a year ago, I still feel like it's too easy, or rather, doesn't really have any sort ...
Darin Beaudreau's user avatar
2 votes
2 answers
340 views

I plan on creating a fighting game in the future, and I'm wondering how to make a roster functionally fair, and feel fair. You see, Super Smash Brothers Ultimate is functionally fair (I think), but at ...
user avatar
1 vote
1 answer
1k views

I am creating a prototype enemy swordsman, and I'd like to be able to parry his attacks, like the parry system from VR Dungeon Knight. This is my method of implementation: Parent a sword to his hand ...
domago's user avatar
  • 31
5 votes
2 answers
2k views

I'm making an RPG and got to the point where I want a player to be able to use abilities. I decided to use a command pattern to keep keybindings flexible and now I've arrived with the following ...
Niels van Dam's user avatar
-1 votes
1 answer
124 views

See, I'm trying to work on an cRPG system and I want a formula or algorithm I guess, where the level affects how many dice can be rolled for any action (in addition to a default number of dice and ...
Cydramech's user avatar
4 votes
2 answers
2k views

I am currently trying to make a game with a friend but at the moment I am having a few problems with finding a combo system. Until we progressed I copied this code from a video where I use our first ...
Montoblass's user avatar
3 votes
2 answers
422 views

Brief Explanation of game: Time Travel, one map, open world MMO called ChronoCraft. If you'd like to know more about the game, you're welcome to check out our twitter where we post some of our ...
ChronoCraft's user avatar
1 vote
2 answers
208 views

sorry for my odd terminology, I am rather new to all this I'm creating a collection/pokemon type game. as of right now I have created a separate GameObject prefab for every monster/character in the ...
4thGear's user avatar
  • 11
17 votes
11 answers
6k views

I'm working on an idea/concept for a multiplayer game that I want to develop after my functional analysis but I'm still thinking of a way to implement a proper, fair combat system between new and ...
XverhelstX's user avatar
2 votes
5 answers
1k views

We all know the "Stamina Bar". For those who dont: Its a "Bar" (usually right below your life-bar) which prevents spamming the attacks as much as you want. Attacking will also reduce your stamina and ...
OC_RaizW's user avatar
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5 votes
5 answers
1k views

Like most people, I have an idea for a game. I have a particular concept I want to create with a particular set of mechanics I want to implement. What I need help with is the underlaying player ...
Mr Crilly's user avatar
4 votes
2 answers
2k views

I am developing a small, turn-based game with spaceships. The user-controlled spaceship has two modes, let's call them offense and defense mode. The user can freely switch between modes. There are ...
AerisLeg's user avatar
1 vote
5 answers
26k views

I'v been trying to make a melee combo combat system in the Unity Animator, but I can't seem to get it right. I'm trying to go for a combo system that flows from Hit 1 to Hit 2 to Hit 3, ect, with ...
JustNat Bro's user avatar
0 votes
1 answer
143 views

In the game, there are three attack systems: Strength-based, Magic-based, and Psionic-based. The damage each type deals will be multiplied by their own modifier. The one for strength I have come up ...
Piomicron's user avatar
  • 279
0 votes
2 answers
503 views

As I'm developing a RTS game set during the Napoleonic Campaign, I've got a question about the best method to implement 'bad aim' for the AI, as the accuracy of muskets were quite terrible back then. ...
pguetschow's user avatar
0 votes
1 answer
361 views

So I figured by myself (supposedly) how to make the attack animation cycle all the way through after pressing a key without needing to keep it pressed. But now it doesn't always start at the same ...
Neko's user avatar
  • 3
0 votes
1 answer
129 views

I'm making an enemy follow the player based on his possition and attack if he is within a distance and his last movement (if the enemy last moved to the left, it will attack to the left, etc.). It ...
Neko's user avatar
  • 3
1 vote
1 answer
189 views

So I've been trying to map out a combat system and I have an idea I'm laying out that I'm looking for a sanity check on, as well as suggestions. The idea is that all things that can do damage (...
Jesse Williams's user avatar
43 votes
12 answers
16k views

I'm making a text based adventure in Java, and currently I have a fairly limited combat system where you can do one of 3 things: attack with your sword attack with magic(if its unlocked) drink a ...
xlis1's user avatar
  • 551
0 votes
2 answers
601 views

Sorry if the title is confusing, but I literally don't even know how to summarise this into a title. So here's the problem: I have a list of combat moves for a character. I have an animation for each ...
DJpotato's user avatar
  • 125
0 votes
1 answer
289 views

I am developing a third person hack n slash style game which features a variety of melee and projectile weapons as well as unarmed combat. The player will be able to dual wield any combination of the ...
FrontEnd's user avatar
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