What’s the best way to handle it? In theory, not specifics, not code, the theory behind it all. I have the code, well, I have the Playmaker all set up and ready to go and even have a working combat system, but the more I play around with it, the more I wonder if I am going about it wrong. What I currently do is have a trigger that goes off when it collides with an enemy (it has a wait time that is figured like “rolling” initiative) and that includes all the “dice” rolls for the players attack and the enemy’s defense and the enemies just attacked on a timer and figured their own attacks and the players defense. No mouse clicking or anything.
This can be easily adapted to any type of weapon or spell that does damage but it’s fairly simplistic and may be too simplistic for today’s gamers. So I come to you, my fellow Unity-ers for your opinions and thoughts.
Again, I am not looking for code or for someone to write my system for me. This is a hobby for me and one I enjoy so I will figure that part out on my own… or at least present my specific problems to the community. No, I am just looking for theories for handling RPG combat - what would YOU do? Would you make it a click-fest? Totally turn based? Or something in between? I am leaning more towards turn-based with minimal clicking (I’ve worn out many a mouse on Diablo!) and hoping for some guidance.
The best way to handle it is the way you think it’s the most fun. Play with it, tweak it, play with it. Leave in the fun bits and pare out the unfun bits.
Turn based if you want a classic old ff style rpg active battle system is pretty nice too. But if you’re not going classic then just go you’re own style like the rpg i want to work on in the future will use kinect as the game play base. But what every works for you i would stray away from mouse clicking as much as possible though just my opinion.
actually i´m working on a turn based system rpg game, what i do in such cases is to create an empty and attach the player to that empty, the empty cares of transport you to the opponent side while the player makes the punch animation…