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Saleth Empire • Déclenchement des combats

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Déclenchement des combats

Le projet principal de l'équipe.

Déclenchement des combats

Message non lupar Siegfried » 20 Nov 2014, 18:52

Bonsoir.
Je réfléchissais aux combats ces dernier jours, spécialement sur la façon dont on les déclencherait dans le jeu.
Dans les RPG, on oscille entre les combats aléatoires (vous vous baladez sur une map vide et paf, un combat se déclenche au bout de quelques pas par magie => Final Fantasy 1-10 entre autres) et entre le déclenchement par contact avec les ennemis sur la map (un ou plusieurs ennemis se promènent et s'ils vous touchent, vous vous battez => Chrono Trigger/Cross, et plein d'autres).

Dans l'ancienne démo, on avait un peu des deux. Les combats étaient aléatoires mais dans un des donjons, les ennemis se baladaient et se liquéfiaient dans le sol pour apparaître ailleurs sur la map.

Bref, après mûre réflexion, voici ce à quoi je pense être arrivé : ce serait un mélange entre les deux. Je m'explique.
-Vous vous promenez sur une map vide, et au bout de quelques pas, un ennemi apparaît du sol ou des murs (c'est bon les slimes...) près de vous et son comportement est plus ou moins agressif (il vous fonce dessus ou il flâne).
-Une fois l'ennemi apparu, vous pouvez l'éviter plus ou moins facilement suivant le lieu et l'ennemi.
-La probabilité d'apparition augmente quand on court (appui de bouton).

Je pense que c'est un bon compromis :
-Si vous vous déplacez rapidement, les ennemis vous détectent plus vite
-SI vous voulez éviter des combats, marchez ou arrêtez de vous déplacer quelques instants (évitez de faire ça avec un ennemi juste derrière vous...)
-Si vous voulez grinder/vous entraîner, courez de partout. :D

Voilà, j'attends toute suggestion de votre part.


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Re: Déclenchement des combats

Message non lupar Dhamma Metta » 21 Nov 2014, 00:10

Bonne idée le compromis.
Anciennement Metroid_Prime
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Re: Déclenchement des combats

Message non lupar Ijichikara » 01 Déc 2014, 20:11

C'est une très bonne idée ! :)
Mais les slimes apparaîtront d'un coup ou il y aura une animation de 2 ou 3 frames où on les voit se former ?
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Re: Déclenchement des combats

Message non lupar Siegfried » 03 Déc 2014, 03:35

Animation rapide. Ils "sortent" du décor.


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Re: Déclenchement des combats

Message non lupar Kaiyh-Chan » 01 Fév 2015, 17:45

Cela serait un très bon système. C'est même très intéressant et donne un aspect cohérent aux comportements des monstres (tu cours, tu fais du bruit, tu attires les bestioles).

Et j'ai bien ri sur l'arrêt quand un monstre est derrière soi :p
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Re: Déclenchement des combats

Message non lupar Siegfried » 03 Fév 2015, 20:30

Pour ceux qui ont testé le dernier pokémon, ils viennent de rajouter un système de déplacement sur la pointe des pieds pour réduire les combats random (bon, leur système repose sur un stick adapté mais c'est plutôt réaliste).
Soit je code une accélération, soit on donne l'alternative marche/course.


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