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Basic attack simulator.
Ghieri Offline
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#11
RE: Basic attack simulator.

Thanks.

Ok, so now I have some random variation to the attacks(so it's more organic), also there's a 20 percent chance of 2x damage modifier(Critical hit) being applied.

Right now, there is no combat balancing, I'm just trying to get the code working. Trying to keep it modular so I can add new things later.

@Kreekakon: Actionscript 3.

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
(This post was last modified: 09-11-2012, 12:41 AM by Ghieri.)
09-11-2012, 12:13 AM
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Ghieri Offline
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#12
RE: Basic attack simulator.

Screenshot:

[Image: Battle02.png]


Updates:

-"Defend" and "heal" options. Both take up a turn.
-Heal restores 1/3 health.
-Defend negates damage for that turn. Can easily be changed to just reducing it.

-Enemy can now uses the same damage code that the player does(As opposed to simple subtraction.) Can now do critical hits.
-Interface is changed(I LOVE how I can just move stuff around and flash doesn't even care.)

Soon:
-Enemy may use heal and defend options.
-Rudimentary AI.
-Optimize code, so I can add more stuff easily.


@Traggy: If you have a problem with this thread, would it be ok if I linked to another thread before you locked it here?

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
09-11-2012, 03:28 AM
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Ghieri Offline
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#13
RE: Basic attack simulator.

Enemy now heals one HP point per turn. This was just a test of my new Heal method, which can be used by both sides now.

This actually made the enemy pretty OP, but beatable(Yeah, with maximum weapon settings, haha.) It's actually kind of fun now.

I'm working on overhauling the code to make it coder-friendly, this is to make AI programming much much simpler.

EDIT: Monster is capable of everything player is now, has a weighted choice system, and is annoying as hell to beat because he keeps healing. DX The only thing monster doesn't have is weapon modifiers.

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
(This post was last modified: 09-11-2012, 05:43 PM by Ghieri.)
09-11-2012, 05:14 PM
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Ghieri Offline
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#14
RE: Basic attack simulator.

Moral of this story, kids?

If you write an AS3 project that is going to be longer than 100 lines, start by writing your class FIRST.

Now I have to overhaul all of my code to support an OOP approach to make everything a hell of a lot simpler in the future. Shoot me.

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
09-12-2012, 09:46 AM
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Ghieri Offline
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#15
RE: Basic attack simulator.

Hello. This project isn't dead. Just annoying.

Anyways, the code is on it's way up to full running order, but here's a list of things I could do with the new structure:

-Party system
-Utilizing XML to read in data sheets for monsters and players.
-Easily add new content.

It's a work in progress, but it's going to be pretty sweet when it's done.

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
09-20-2012, 03:45 AM
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Melvin Offline
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#16
RE: Basic attack simulator.

(09-10-2012, 04:12 AM)Zaffre Wrote: NO JUMPSCARE NO FUN

Please don't stab me in the eyes, I was only joking!
*looks at avatar picture* Dude what eyes.

[Image: 25F7U37.png]
09-20-2012, 07:32 AM
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Ghieri Offline
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#17
RE: Basic attack simulator.

Alright, I got it working again, so I feel it's time to post a pre-alpha, because I need feedback on it to decide what to do next.

Keep in mind there isn't much gameplay. You can choose between 3 different actions.

https://dl.dropbox.com/u/25772184/Demos/BattleSim.zip

Please give feed back on the followingSadThe weapon mod button doesn't work for this test.)

-How intuitive the learning curve. It's only 3 actions, but the mechanics are slightly more complicated. Is it easy to navigate the interface?

-Are the actions balanced? Should any of them be tweaked? Should any of them be removed?

-What features would you like to see? What kind of gameplay would you like to see this a part of?

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
09-22-2012, 07:46 PM
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Ghieri Offline
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#18
RE: Basic attack simulator.

[Image: Battle04.png]

I can now edit the monster's stats... in XML!!!

I can also have multiple monsters now(There are two, the one in the picture is named bob. Bob is overpowered.).

Thanks to the way I wrote the code, I can also have these implemented shortly:

-XP items.
-loot tables, ranging from generic to pristine.
-Player stats.
-inventory and weapon system.

I've been wanting to do a party system, which would require slightly rewriting the code because it's only built to handle one-on-one. I <have> added other enemies and gotten them to work alright, but they didn't have their own health bar(pretty much invisible) and the AI rolls are done locally, not in the pawn class I have set up, which will need to be fixed.

It will take a lot of work, but will probably be one of the next features I implement.

[Image: tumblr_n6m5lsQThQ1qc99nxo1_250.gif]
09-26-2012, 06:17 AM
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darkadders Offline
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#19
RE: Basic attack simulator.

and thus, pokemon was created.




jokes asside, so far this looks pretty awesome Big Grin

*insert creative signature here*
09-26-2012, 10:22 AM
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Unearthlybrutal Offline
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#20
RE: Basic attack simulator.

Looks quite good Smile
I've created quite same looking "game" (with Visual Basic) and it has "shop" feature and much more.
Link to more information.
Anyway, good luck with your project! Smile

When Life No Longer Exists
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09-26-2012, 03:32 PM
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