Game Development: Crime & Punishment

Announcements about major changes in Haven & Hearth.

Re: Game Development: Crime & Punishment

Postby hitoshirenu » Tue Jun 16, 2009 4:38 am

[quote="jorb"]@ theTrav: Yes, we are considering that as well. The AI for it is, however, non-trivial. Our combat system is fairly complex. That being said, it might be a good enough start if the summoned character at least were to use default blocks and attacks, and be able to pathfind. Writing an even half decent AI for the combat system will, however, take some doing.[/quote]
Well, if the character has a non-combat weapon equipped (i.e. pickax), I believe the character should remove the item and attack fisticuffs style. Either that, or have them use a basic weapon based on their highest combat skill.
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Re: Game Development: Crime & Punishment

Postby Ruggan » Tue Jun 16, 2009 11:31 am

Or you could let the player set their own combat preferences for this scenario.
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Re: Game Development: Crime & Punishment

Postby kaka » Tue Jun 16, 2009 11:57 am

The Gambit system from Final Fantasy XII could be interesting.
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Re: Game Development: Crime & Punishment

Postby moonshield » Tue Jun 16, 2009 12:22 pm

FF12 gambits were horrible imo :p. A similar (probs simplified) system might be cool tho (if you can trade/craft such items)
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Re: Game Development: Crime & Punishment

Postby loftar » Wed Jun 17, 2009 4:21 pm

Please see the update in the initial post of this thread.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Crime & Punishment

Postby Blaze » Wed Jun 17, 2009 4:23 pm

LET THE SLAUGHTER BEGIN!

BWAHAHAHAHAHAHAHAHAHAHAHA!
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Re: Game Development: Crime & Punishment

Postby niltrias » Wed Jun 17, 2009 5:20 pm

any names ring any bells?
Justice was one of them? Thats not actually forum justice is it?
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Re: Game Development: Crime & Punishment

Postby Rift » Wed Jun 17, 2009 5:46 pm

no idea.. i know he was responsible for causing trouble in laketown though... although by the time we tracked him, he was already dead by some other hand he pissed off.
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Re: Game Development: Crime & Punishment

Postby Ruggan » Wed Jun 17, 2009 6:02 pm

Now we need people to be able to fight back when summoned.

And the ability to destroy your own scents / cover tracks.

And locks / lockpicking.

Both normal players and criminals need to be able better defend themselves.
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Re: Game Development: Crime & Punishment

Postby Vattic » Wed Jun 17, 2009 6:16 pm

You cover your tracks by having a high intelligence and stealth. Fighting back, Locks and lock picking however have been suggested before, the prior by myself, and I completely agree.
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