Hümmelgümpf
Arbiter
Kingston said:Also, combat taunts by npcs is a must.
Hey, how about easter egg taunt "I'm gonna hit your ass and leg!"?
Kingston said:Also, combat taunts by npcs is a must.
Vault Dweller said:What do you all think?
http://www.irontowerstudio.com/images/combat00018.jpg
http://www.irontowerstudio.com/images/combat00023.jpg
http://www.irontowerstudio.com/images/combat00027.jpg
http://www.irontowerstudio.com/images/combat00028.jpg
Edit: It's a sad story. The hero dies in the end.
No, why? I played this game a long time ago, but it didn't leave any lasting impressions.MasPingon said:Vault Dweller were you inspired by this game?(Odium/Gorky 17) I mean combat system ofcourse
After.GhanBuriGhan said:"X hits for 0 damage": is that before or after the armor is subtracted? Maybe this could be more clear: E.g. X hits you for 4 points of damge, armor absorbs 5 points, you suffer 0 damage
Hopefully. Targeting different areas produce different effects. Head - knockdown, Torso - bypass armor, Arms - disarm, Legs - cripple.Kingston said:Are aimed attacks balanced? In Fallout it was always the eye you shot for.
Work in progress. Help is always appreciated:caliban said:Will there be verbose combat messages for crits like in Fallout (along the lines of "x was hit critically in the eyes for 50 damage. The loss of an eye is too much for him and he falls to the ground moaning")?
The feature is in. The lines aren't (not enough time). Again, any help you guys can give us will be appreciated.Will there be combat taunts in the form of float messages? I kinda liked those in Fallout too.
We use dialogues for that. Some people will fight "till the bitter end", some people will start begging for their lives and negotiating.Make a surrender animation - for example, when an NPC loses 90% of his health, he falls to his knees and begs you to spare his life, and you can either execute him or let him go.
The Boo mode? No.bryce77 said:Is there a way to leave your ranged weapons set to automatically aim for the eyes as the default action?
Normal, Fast, Power, Crowd Control, Aimed: Head, Aimed: Torso, Aimed: Arms, Aimed: Legs.Also, how many different ways of attacking with a single weapon are there?
Vault Dweller said:Aimed: Arms, Aimed: Legs.
You can put better textures in box version or make free downloadable patch. I mean, when you have whole CD (or DVD) you don't have to worry about texture size and you can reward people who paid double price for the box with some additional stuff.Elhoim said:The engine is messing with them a little. In 3DS they look better...Textures on huge blocks are too low-res.
Maybe there is a way to make them look better without increasing texture size...
Arms - disarms your opponent (i.e. he will drop his weapon). Legs - cut the AP pool in half.Lestat said:Vault Dweller said:Aimed: Arms, Aimed: Legs.
If arms and legs are critically hit will it affect victim's accuracy/speed/AP?
I can forgive a lot of things but blurry textures is a bad taste, especially when they have a guy like Elhoim for this kind of work. Look at character models and textures: if they keep up with such quality it can even compensate lack of artwork.Nedrah said:So, everybody please stop demanding better eye candy. I'd rather play the game already instead of waiting for vd&friends to tool around with ground textures.
Vault Dweller said:Arms - disarms your opponent (i.e. he will drop his weapon). Legs - cut the AP pool in half.
It's the engine, not Elhoim. The engine is old and it tends to fuck a lot of art things up.Ander Vinz said:I can forgive a lot of things but blurry textures is a bad taste, especially when they have a guy like Elhoim for this kind of work. Look at character models and textures: if they keep up with such quality it can even compensate lack of artwork.Nedrah said:So, everybody please stop demanding better eye candy. I'd rather play the game already instead of waiting for vd&friends to tool around with ground textures.
I'm at work now, so I can't give you the exact formulas. Keep in mind that hitting someone in the legs and scoring a critical hit in the legs are two different things. The former depends on your weapon skills, the latter depends on your Critical Strike skill.Lestat said:Wow! And how difficult is it to cause such severe effects? I mean, in Fallout it was pretty easy to bump your chance to hit every body spot up to 95%, so the battles weren't too challenging.
Wouldn't movement cost x2 work better, e.g. they can still shoot as much but not move as much as before?Vault Dweller said:Arms - disarms your opponent (i.e. he will drop his weapon). Legs - cut the AP pool in half.Lestat said:Vault Dweller said:Aimed: Arms, Aimed: Legs.
If arms and legs are critically hit will it affect victim's accuracy/speed/AP?
He explained already. Btw, are you going to use this engine for your next project?Vault Dweller said:It's the engine, not Elhoim. The engine is old and it tends to fuck a lot of art things up.
Seconded.sqeecoo said:I would also consider changing the color of the attack range to green or something less "colorful" and warning-like.
Vault Dweller said:I'd really like to get a better engine, but that would mean longer development time. This engine has been tweaked for the kind of games we'd like to make and it will cut the development time in half for future games. I guess it would depend on how AoD will be received.
That's very nice I'm not a graphic whore, but the better graphics the happier I'll be Anyway, the combat looks fantastic, I can't wait to see it in action.Vault Dweller said:Of course. We have a shitload of animations. Different attacks (fast, normal, power, special) use different animations. We have walking, running, and even idle, scratching your ass animations.Jasede said:Oh, will it have a walking animation?
Vault Dweller said:Arms - disarms your opponent (i.e. he will drop his weapon). Legs - cut the AP pool in half.Lestat said:Vault Dweller said:Aimed: Arms, Aimed: Legs.
If arms and legs are critically hit will it affect victim's accuracy/speed/AP?
I don't like the idea of having to select my attack every time. Maybe a right-click menu on the weapon slot instead of circling through attacks would work, though?Gambler said:Let's say you you have melee weapons with 4 attack modes in both slots. With Fallout interface (in worst case scenario) you need to make 6 right mouse clicks to switch to the right modes, then make 2 clicks to go to targeting mode, then make 2 clicks to actually attack. That's 10 clicks for 2 actions. All of that could be handled by a right-click menu. You right-click on an enemy, click on the attack type, you're done.
Also, it seems overpowered. The effects of disarm or knockdown may only be temporary and forgotten one round later. Halving your AP pool could severely limit your tactical options.GhanBuriGhan said:Wouldn't movement cost x2 work better, e.g. they can still shoot as much but not move as much as before?
Vault Dweller said:Normal, Fast, Power, Crowd Control, Aimed: Head, Aimed: Torso, Aimed: Arms, Aimed: Legs.
Elhoim said:The engine is messing with them a little. In 3DS they look better...
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Maybe there is a way to make them look better without increasing texture size...