Dragon Basher: combat system

Posted: 01‑24‑2018 20:00


Joe


Fire Flipper
1437 posts
Currently tasked with writing a combat system that doesn't make use of "levels". Here goes:

The odds of a player making a hit will be based on the current number of hit points (food), thus the more food a player has the stronger he is.

This makes sense as a hungry player will not be as useful in combat as a well fed one, ie: someone that is about to die from starvation would not be able to defend himself well against a healthy aggressor.

Enemy levels will be the starting number of hit points an enemy has, and maybe their weapons and armor will be added to that.

In line with the new "survivalist" mode of game play, all enemies will be aggressive, few will pose any real threat to a healthy player, their purpose will be to guard food and resources to make survival harder on players. The more valuable the food or resource, the more dangerous the enemy. The "aggressive" icon will now mean enemies spawn immediately on that map, not the usual one-minute delay.

Without levels, the will be no difference in combat modes thus I have plans for different weapons to effect different enemies differently, thus it may be easier to attack something with a bow than a sword while the opposite would be true for something else and magic might be best for another enemy.

Now alpha-testing ... will report any progress here. :)

-Joe

DevTeam Member

 


Posted: 01‑27‑2018 09:08


Joe


Fire Flipper
1437 posts
okay - wow- I'm going to have a huge winter update coming online soon, all the heavy lifting is done and now I just need to walk to world and put on the finishing touches and polish it up a bit. It will include:

Combat
Fishing
Mining
Smithing
Cooking

I will consider it very raw that will take a lot of tweaking, the concept is very new: instead of managing an economy, we will be managing food supplies. Players lose one hit-point every minute, so no matter what you are doing you must eat.

I hope to have this online within a week, might even want to start checking daily. :)

-Joe

DevTeam Member

 


Posted: 01‑28‑2018 11:07


Joe


Fire Flipper
1437 posts
This should probably be titled the winter update status, oh well.

Today I have a crude "player house" programmed; players will need to build a house by collecting a hundred rocks for the foundation, a hundred logs for the frame, and a hundred tin for the roof.

I fully expect to expand this so players must cut the logs into boards at a sawmill, crush the rocks into concrete, and smith the tin into shingles. Then I may even add other items required for a house.

So in the future, I may re-set everyone's houses - that would mean they have to build their house again, but once they do all the stuff that was in it before will still be there.

-Joe

DevTeam Member

 


Posted: 01‑28‑2018 15:40


Joe


Fire Flipper
1437 posts
"Rocks" for the house foundation are a new item, and I've been thinking about how players should be able to obtain them. This is what I've decided:

When you fail to get an ore while mining, "Rocks" will be added to your inventory. These will have limited purpose, and be something players will need to drop to continue mining.

This will of course make mining more difficult, which is good since mining is no longer experienced based so there will be no need for anyone to be "power mining" anyway.

In working on the game, I like having to stop and cook food every hour or so ...this is a whole new game and i am already starting to enjoy it more. :)

-Joe

DevTeam Member

 


Hunt food, smith weapons, and prepare for battle! Can you stop
the Evil Que from taking over the entire game? Browser based multi-player
fantasy role-playing game that requires no downloads or plug-ins! Free to play forever!

By being at queville.com, you agree to our Terms of Service.