Unless of course you're going for the mysteriousness of how many hit-points or how much damage your doing for "realism", but I'm going to assume no, because all calculations seem to show in the status text below. I think your idea of having health bars over monsters is an excellent one and would help combat quite a bit. And although you could click faster, there was a certain cycle of movement. The combat was essentially hack and slash as well (i may get flamed for saying that, as it was party based and still had many elements of strategy), but you knew when you swung your weapon, because that 1 frame animation showed it, and when the creature got hit, it blinked red. Sorry if I go back to Ultima 7 example again, but when I play this game I can't help but think of it. In regards to combat, I personally have no problem with the hack and slash style, I think what i'm trying to get at, is there's no rhythm to it. Maybe they can just be containers like chests. I think my meaning was more on the humorous side in regards to the barrels lol, however, they were the first object I tried to interact with when I started the game. They could even drop some loot occasionally. What would you like to do with the barrels? The first thing that comes to my mind is to make them destructible, so that you can smash them in. Actually, there already is an animation over the player character whenever you get damaged - it doesn't tell you where the attack came from though. Another solution could be to display health bars over hostile monsters. Your suggestion that the mouse cursor could change when hovering over a hostile is a good one. Slowing down combat would be easy enough, but without further changes I don't believe that would improve the game. To some extent I am satisfied with hack and slay, as long as it's nicely done and properly balanced. Given the tile-based nature and screen resolution of the game however, implementing a truely elaborate combat system would be very hard. I'm aware that this is not much and the combat system could need more complexity and interactiveness. Shifting equipment is also required for some encounters, because all monsters have special attack types and resistances. If you'd try a wizard or a ranger, the interactiveness of skills probably became more obvious. The warrior is not heavily depending on skills, although good use of "titan strength" and "battle tactics" can speed things up quite a lot. There is a little interactiveness in combat already, through the use of skills and equipment. The core of the game is indeed a rather primitive "hack and slay" combat system. The combat system is a more complex matter. The whole quest interface is still rather new and work in progress. You made a really good point about the starter quest. It just needs some fleshing out to pull people in. Great job so far though, looks like a lot of work went in to the details of this. A lot less epic feeling than it should be. So far the initial quest seems very bland. My constructive criticism would be to slow down combat, perhaps change the mouse icon to something else when hovering over a hostile, and make combat a little more interactive? Also perhaps more detail and depth to the quests. It appears that everything near you makes a beeline for you, enemies attack many rounds in close proximity to each other, you're not too sure if they're hostile or not unless you look at the combat log, and attacking appears to be a clickfest. I like the detail that has gone in to this (from what I've seen so far). I have to interact with my barrels you see. But I was sad I couldn't do anything to the barrels. You know, for when I get tired of travelling. So far I've explored a bit, attacked a LOT of ants, and have a chair in my inventory.
0 Comments
Leave a Reply. |