Hey fellow Ork-addicts. I'm looking for advice on how to make my game, "Batman Versus the Martians", better. I've gotten to a point now where I'm stepping back and contemplating it, and I've gotten a lot of things scripted that I never thought I would figure out. But I'm really not happy with the combat, and I was hoping by sharing it with my fellow game developers, I might get some feedback on how to make it better.
I've posted a video below of the game. Yes, the game stars Batman, and yes, I know this is someone else's property. I just can't help it -- I want to make a Batman game. :) It's my first game, and I'm using old sprites from the SNES and Genesis.
I'm using Ork's Real Time Combat engine, but I'm not sure where to go now. Obviously, the collisions aren't great, and the attacking is spamming. It might have been a strange choice to use an RPG script for a beat em up. But I wanted it to have a lot of RPG elements, so, I decided to do this.
If you could, take a look at the video and see what I'm doing here, and let me know what u think. I want to make the battling more dynamic and nuanced, but I'm not sure how. Any kind of feedback would be appreciated. Thanks for your time.
Then go over it and compare and contrast to your current alpha; and see what needs to be improved. Making an actiony real-time battle system with ORK is definitely possible, but to make it feel good will require a lot of extra work, tweaking and scripting outside of ORK.
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The other thing is, I'm considering redoing it in 3D, and in tandem with that, coming up with my own hero.... fan games can lead to a lot of trouble, and if I'm going to be spending this much time with it, I want to distribute it how I want.
Thanks for the advice, I appreciate it.
Have you seen any 2D Tales games like Tales of Destiny Remake(for PS2)?
I've played some of the more recent Tales games, but only as old as Vesperia. But it's the same basic concept I think. Either way, that would cut down on spamming.
Thanks for taking the time to check it out and comment. I appreciate it.
From there, just add at least one of a few things:
1) weroth's suggestion of a limited number of attacks before the player has a forced cooldown period
2) Natural attack lag time from animations playing out their cycle (you'd need longer animations for this)
3) The enemy gets knocked down after X attacks and becomes temporarily invincible while getting up
Then I'd say you'd have a solid foundation.
and you're right about the lag time with the animations. I don't have more frames, but I can slow down the playing of them.
Knocking down the enemy after a number of attacks is a great idea too. That's classic beat em up and I totally forgot about it!
Thanks for the help!