Questions tagged [combat]
The combat tag has no summary.
67 questions
3
votes
1
answer
312
views
How to define ammunition capacity
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 ...
1
vote
1
answer
298
views
How do I make roguelike class combat options unique and interesting?
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 ...
1
vote
2
answers
355
views
Are unsafe attacks necessary in combat systems?
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 ...
1
vote
1
answer
301
views
How to make classes (Warrior/Archer/Mage) feel unique in an idle game?
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 ...
2
votes
3
answers
658
views
How should I organize the type advantages and disadvantages for my monster-catching RPG?
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 ...
-1
votes
1
answer
120
views
Easiest to balance formula for damage?
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 ...
1
vote
1
answer
240
views
How to implement NPC that reads player input and counters it?
input reading = NPC reads the input of the player and instantly reacts to counter everything the player does.
So, is it like :
...
0
votes
1
answer
478
views
floating damage text in 3D
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 ...
1
vote
1
answer
514
views
now how do I go about making a skill bar and a tool bar?
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 ...
0
votes
1
answer
392
views
simplest combat system i can do with code?
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 ...
1
vote
1
answer
481
views
How to add weapon trail to sword swings?
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.
0
votes
2
answers
155
views
Arrows that deal more damage to targets moving towards them and less to targets moving away
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 ...
0
votes
1
answer
2k
views
How to set attack speed
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 ...
0
votes
2
answers
877
views
Cooldown in the new input system of unity
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 ...
2
votes
1
answer
208
views
How to make equipment of unique characters relevant in a turn-based RPG with large armies?
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 ...
0
votes
1
answer
892
views
How to implement a directional attacking/blocking system?
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 ...
2
votes
1
answer
797
views
how to make a damage curve not end abrubtly
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, ...
0
votes
0
answers
63
views
"Acrobatic" and "fluid" combat system (i.e. Spider-Man 2018)
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 ...
6
votes
1
answer
739
views
How many choices for attacks should a player be given?
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 ...
1
vote
1
answer
3k
views
Component-based ability system for turn-based rpg
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 ...
0
votes
1
answer
293
views
How do I make my character attack on the side of the character that I click the LMB on (Unity)?
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 ...
0
votes
0
answers
41
views
How to build path to cover for bot if cover moves while player moves?
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 ...
0
votes
1
answer
645
views
3-hit combo system plays first attack animation every time
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 ...
0
votes
1
answer
3k
views
Unreal C++ Detecting new Key Down during current Key Hold
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 ...
6
votes
1
answer
1k
views
How do I model / diagram turn-based combat?
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 ...
0
votes
2
answers
8k
views
How to make an action perform only after an animation has run?
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 ...
1
vote
1
answer
381
views
Unity2D: Avoid attack animation looping during combo
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 ...
4
votes
2
answers
567
views
In tactical combat games, why does shooting end your turn?
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,...
0
votes
1
answer
261
views
Is there a name for turn based combat that uses a speed attribute like ATBs but doesn't involve waiting?
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 ...
2
votes
3
answers
737
views
Magic Number Difficulty Balancing
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 ...
2
votes
2
answers
340
views
How to make fighting roster actually fair and FEEL fair?
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 ...
1
vote
1
answer
1k
views
Detecting collisions during animations
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 ...
5
votes
2
answers
2k
views
Need help deciding on an ability system in Unity
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 ...
-1
votes
1
answer
124
views
Are there any formulas/algorithms that could allow level to decide how many dice can be used for a roll?
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 ...
4
votes
2
answers
2k
views
I am struggling with a combo system for a game of mine
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 ...
3
votes
2
answers
422
views
MMORPG Design Question: Best idea for adding PvP(PlayerVsPlayer) in open world MMO? [closed]
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 ...
1
vote
2
answers
208
views
Help creating combat for collection type game
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 ...
17
votes
11
answers
6k
views
Fair combat system for new players on RTS game
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 ...
2
votes
5
answers
1k
views
Is a Stamina Bar (ala Dark Souls) a good idea for a casual player target group?
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 ...
5
votes
5
answers
1k
views
Is my skill tree possible, balanced, or even a good idea? [closed]
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 ...
4
votes
2
answers
2k
views
How to design simple turn based combat system with multiple difficulties?
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 ...
1
vote
5
answers
26k
views
How How can I make a simple combo combat system in Unity
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 ...
0
votes
1
answer
143
views
How do I make three attack systems so that there is a rock-paper-scissors distribution, but equal average?
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 ...
0
votes
2
answers
503
views
Best practice for RTS accuracy/aim
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.
...
0
votes
1
answer
361
views
How to get the attack animation cycle all the way through after one KeyEvent without twitching? (Java awt)
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 ...
0
votes
1
answer
129
views
Enemy AI chase twitching left and right to move vertically
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 ...
1
vote
1
answer
189
views
Combat System - Class Objects as Package and Listener
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 (...
43
votes
12
answers
16k
views
How can I make text-based combat more engaging?
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 ...
0
votes
2
answers
601
views
Get enum value "string", and get int value of that
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 ...
0
votes
1
answer
289
views
How to map changing stances (southpaw/orthodox) to gamepad controls?
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 ...