I’ve been working on my networking for a very long time, and after extensive testing and numerous “dummy projects” I’m under the impression that I have the knowledge to create my first online game. I’ll probably make a few mistakes a-long the way, but that’s okay.
So, let me start off by breaking these two categories down into basic mechanics:
Point&Click+
- Click to walk
- Click to attack (There would be no auto-attacking, spam clicking would be the option)
- Skill-shots (Requires you to aim your abilities, opposed to a lock-on system)
- Skill(Reaction&Prediction) based dodging.
The Pros i can think of:
- Keeps the player engaged.
- Much more difficult to macro.
- More efficient network synchronization for movement and animation states.
The cons I can think of:
- Clicking will get redundant.
WASD&Tab
- Use WASD for movement
- Standard cookie-cutter tab-based combat. (Think WoW, Aion, or any other cookie-cutter mmo you’ve played)
- Flat rate dodge / parry based systems, opposed to skill-based.
The Pros I can think of:
- It’s the standard, everyone understands it.
- Makes the combat-system much easier to work with.
The Cons I can think of:
- Less efficient network synchronization.
- Lack of uniqueness.
- Would dull down the combat system.
- Very easy to macro.
There’s probably heaps more I left out/forgot about, I’ve worked on a prototype for both systems so I know how they work and I know I have the ability to do them over the network, but I’m looking for opinions on the type of gameplay people are interested in.
I derive my Point&Click+ idea from games like wild-tangents “Fate” and most of the DoTA themed MoBA games (LoL, DoTA, HoN) for the skillshots.
The game will take place in an open world, and PvP will be a focus. (There’s a large lack of games catering to the PvP croud, and as a hardcore PvP player on a lot of games, and a ex-hardcore PvE player, I feel like I can find ways to make everyone happy.)