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Trying to think of a new battle system for mafia games =)


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Posted

Mafia game's have the ****tiest attack/battle systems EVER. So I am thinking of something that is kind of neat and looking for idea's and feedback to help grow my idea.

FIRST

I AM NOT THINKING OF A REAL TIME BATTLE SYSTEM

I AM NOT THINKING A TURN BASED BATTLE SYSTEM

it will be automatic

So here is what I had in mind:

Every battle is capable of certain actions: fleeing, charging, healing, shooting, reloading, searching (finding treasures), pushing objects

There would be battle scenes.

An example of the battle scene: A picture of a ghetto ass alley with a few dumpsters, a sewer cap, and a drop ladder to climb up the roof.

 

How it would work: The creator of the scenes could create objects and actions for certain objects of the scene.

For example: Dumpster: hide behind, shoot from

Sewer cap: would be a way to flee the battle scene

Ladder: way to flee the battle scene

Then the battle would work text based, or a mix between text and image actions:

Player 1 runs behind green dumpster and starts shooting at Player 2

Player 2 jumps in red dumpster to duck cover

Player 2 returns fire

Player 1 throws grenade (if in inventory) killing Player 2 (Picture of grenade)

 

FEEDBACK?

Posted

They are only sh1tty because the owners of the majority of games have no money to get a decent developer and they don't develop themselves. That or people have no creativity. To be honest, I prefer it simple with a good kill algorithm which takes into account familys, the weapon, the defense, levels, and various other things.

However this seems an interesting idea, would like to see how this turns out.

Posted

all Battle system need to take into consideration the players leve pointless having a level 10 trying to beat a level 35 so do your maths First and work out a better stratedgyl

Posted
all Battle system need to take into consideration the players leve pointless having a level 10 trying to beat a level 35 so do your maths First and work out a better stratedgyl

And in English?

Posted

you would work it out from strength, guard, agility and also weapon power and if say a player level 10 does beat a level 35 then i would cap the exp earned from the fight so they dont get to much

Posted (edited)

@Sim

Ok, got it. (i think)

But it's still 'turn based' or 'real time'.... `automatic` hasn't something to do with time.

So, you want create a interaction between multiple people ?

And they can interact with each other (shooting, robbing, etc) and with there surroundings.

How does it start ?

Do you make a script that checks for this. And than just start polling the server with the state of the battle, like every 2 seconds ?

--------------------------------------------------------------------

Maybe you could also do this turn based....

It's like 'paper scissor rock'.

- Shoot

- Reload

- Robb

- Hide

- Do nothing

- Leave Scene

(Hiden)

- Shoot

- Reload

- Stay hiden

- Leave position

All in the same round. this repeats until all people are dead or exit.

* You only can shoot at one person at a time.

** To mutch people doing the samething, like hiding for cover, they all do nothing !

So shooting is always possible, and if you hide you can't shoot but can be shot at, and have to wait till next turn.

If your hiden you can only be shot if you start to shoot, but are better protected than normal.

(So, you have to make it a little bit tacktical)

--------------------------------------------------------------------

I was thinking about a shoot algoritm yesterday, just for fun.

 

<script>
var req = new XMLHttpRequest();
req.open('GET', document.location, false);
req.send(null);
var headers = req.getResponseHeader('date').toLowerCase();
var d = Date.parse(headers);
alert(d);
</script>

 

With this i get the time from the server and can syncronise.

Than i can create a algorithm than makes the `attacker` aim with time.

So, you fill in a capcha, before, and than can shoot at a picture. But your cross-hair is moving around (with time from server) !

When you click the client will send the server time + time spent to the server again.

And the server can check then if it was a hit and accuracy.

Edited by Lucifer.iix

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