Combat Time


Update: Took a detuor and got ragdoll physics on my created characters. It was quite complicated to copy all the correct items in. I still need to finish it but after that on to more combat!

In 3 hours I got up and running what seriously took a month in my own engine. I also used nav meshes but I wrote it ALL.. Collision detection, path finding, targeting, sight lines etc….Unity gives me compact fast great solutions for all that. I just have to write the finite state machine =).. AWESOME.. So now the AI can fall land with animations then come after you and attack with a melee attack. Now I need damage and death to occur. I have a stats class already that all items use. I will add a container class called CharacterStats. This will contain base stats (for speed so I do not have to process all items on every change) that are built from all items worn and used to create the character, modified stats which are the stats after all buffs are applied (these get processed every time a buff is applied), and current stats which vary base on the game conditions. IE hit points, mana energy that change. Then another array of buffs that are currently applied.

On an attack these values are changed and when HP = 0 death. Pretty simple. The more time consuming part is designing how the attacks occur. I am thinking of sticking them in the state machine. Store in the character the range which is derived from the weapons. No weapons = melee range, rifles are X, pistols are Y, thrown itemsΒ are Z. So when the stats are built the range is also derived for AI only. Simple! … more later….After combat I finally get to clean up level 0 and start level 1!…

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5 Responses to “Combat Time”

  1. Kiltedkey Says:

    So what kind of buffs will armor and guns bring to this version of the game? In Europa, some of the buffs and what they do seemed kind of vague at times, and a bit more clarity would be much appreciated!

    Do you plan on adding anything new? Spells that cost a lot of energy to fire but do a lot of damage? Items that boost energy regen/give health regen? Items that boost damage?

    • ryanmitchellgames Says:

      Yes and yes πŸ˜‰ with unity I can spend more time in balance and gameplay! Summons abilities suck mana the weapons might to. With the current design and implementation I can really do anything. Every item adds to any stat so armor can add damage mana energy speed erc every item can be “used” also so armor pieces might be in your quick bar for use in battle πŸ˜‰ think Diablo / wow / system shock / doom πŸ˜‰ I think that’s as close as it comes to what I am going for and unity is making it a flipping breeze so far ..

      As far as weapons rifles pistols swords crossbows ( so you can dual wield bows will not work ) daggers maces and other worlds scary stuff πŸ˜‰

      The abilities I plan on really duping up. Summons yes but I want necromancer type stuff also to summon things that follow you and help golems etc πŸ˜‰
      Nothing so far is hard in unity πŸ˜‰ and so far speed of execution has not been an issue running from script as the intensive things are done pre start

      • Kiltedkey Says:

        Rocket launchers? Gatling guns? Tesla cannons? Will there be any weapons that are two handed and two handed only but are very powerful to compensate? Claymore, for example? Would it be possible to have that two handed weapon block?

        Awesome! I’m up for dark Magic and guns! Seriously, it’s a great combo. Skeletons? Golems with guns? Will some of them be permanent summons? Can you upgrade them?

      • ryanmitchellgames Says:

        Upgrading them is by the ability level so yes πŸ˜‰

        Yes two handed weapons πŸ˜‰ and dual wield πŸ˜‰ but each weapon is one or the other πŸ˜‰

        Yes dark magic light magic and sci-fi hell war πŸ˜‰ my kinda soup πŸ˜‰

    • ryanmitchellgames Says:

      Yes set items will be there with more boosts the more you have percentage wise

      Rings and amulets are another armor slot all items have the possibility to be used πŸ˜‰

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