[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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hitoshirenu
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Ruggan
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Re: Game Development: Crime & Punishment
Or you could let the player set their own combat preferences for this scenario.
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kaka
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Re: Game Development: Crime & Punishment
The Gambit system from Final Fantasy XII could be interesting.
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moonshield
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Re: Game Development: Crime & Punishment
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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loftar
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Re: Game Development: Crime & Punishment
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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Blaze
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Re: Game Development: Crime & Punishment
LET THE SLAUGHTER BEGIN!
BWAHAHAHAHAHAHAHAHAHAHAHA!
BWAHAHAHAHAHAHAHAHAHAHAHA!
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niltrias
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Re: Game Development: Crime & Punishment
any names ring any bells?
Justice was one of them? Thats not actually forum justice is it?
Justice was one of them? Thats not actually forum justice is it?
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Rift
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Re: Game Development: Crime & Punishment
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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Ruggan
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Re: Game Development: Crime & Punishment
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.
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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Vattic
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Re: Game Development: Crime & Punishment
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.