This would be similar to the Nemesis system in Middle-earth: Shadow of Mordor. It was a highly praised feature, so it could be your selling point on the casual, mass market. Just give it a catchy name .At the minute - it records the character level, character type for each character in each tile. Name isn't stored, but it wouldn't be a big deal to do that. Right now, you're either going to take out the gang members or they take you out. It's likely the player team will be able to retreat and was considering having it so that gang members could try to run away - but this would have to be done carefully as too many enemies running away would be frustrating. It would be interesting to increase their level if they do get away. If this ends up being added (which would be nice for atmosphere) there would likely be a coward trait which some gang members would have that could be triggered given certain situations. I can't say for certain if this will be added though - going to have to see how things go.
This would be similar to the Nemesis system in Middle-earth: Shadow of Mordor. It was a highly praised feature, so it could be your selling point on the casual, mass market. Just give it a catchy name .
Hi again,
In case you've ever wondered where Sam gets all his weapons and equipment, it's about time to introduce Cuda. Cuda is an arms dealer and with a shadowy past. He's been on the run from multiple international police agencies for over 2 decades, and all they know is his alias, that he's somewhere north of 55, and has the sort of smile people disappear around. Here's Olga's illustration of him:
Currently auditioning for a voice actor for Cuda. Hope to have the voiced character intro to share in around a week!
I am 22
The goals with Vigilantes was to create a turn based tactical RPG in a setting not commonly associated with the genre (a modern, crime riddled city), with very solid combat mechanics, and to avoid the current trend of simplifying RPG character systems.
Why do I have a feeling that I have just read the bio of the end boss?
Fuck i'm old.
This my friend, was the 80s! A strange time when the mullet was considered the peak of fashion. I've held on to my mullet since then... only a matter of time until it comes back in a big way...I am 22 and what is this
There's a free demo if you'd like to try it out! http://www.indiedb.com/games/vigilantes/downloads*drool*
Looks good but is every thug in the game gonna attack with spinning heel kicks? I found it kinda silly if you ask me, especially in a street fight. I doubt even most black belt karatekas would use that in a street fight because it's hard to land and risky.
Looks good but is every thug in the game gonna attack with spinning heel kicks? I found it kinda silly if you ask me, especially in a street fight. I doubt even most black belt karatekas would use that in a street fight because it's hard to land and risky.
TBF they also wouldn't stand around waiting for people to take turns either.
Got my vote. Games like that are exactly my kind of thing.
You may get your wish! Am considering a companion which parodies 80s action heroes, who is a great fighter, but can't do much of anything else.I except at least one character with a mullet.
It's very hard to simulate a completely realistic combat system in a videogame while keeping it fun. But it's pretty easy to make a bunch of thugs attack with regular punches instead of spinning heel kicks in a street fight.
I'm not saying every game should be realistic, but unless the game is aiming to be silly, making it too silly turns me off a little bit.
I must admit though, I'm a little critical when it comes to martial arts since I come from a martial arts background myself. Always hated those Steven Seagal-like movies where every single thug in the movie is a skilled martial artist using a bunch of techniques that would never work in real life, so I tend to nitpick when I see it in any kind of media, including videogames.
Could a highly skilled player char still stick to basic anims? I'm partial to brawler builds over martial artists.Am looking at the possibility of reducing the move set, restricting the flashier moves to characters with high close combat skills.
Thank you, Jrpgfan. In order to pair attacks to evades, impacts, quite a few factors have to be considered, for example direction, tiles with structures on them, defender weapon type, so I need to check this doesn't reduce the animation pool to the point where it can't solve the animation request properly.Awesome. Either way, with Bruce Lee thugs or not, I'm probably still gonna support your game. I have a really strong weakness for tactical RPGs and any game that mentions JA and Xcom as inspirations has my full attention.
The above would apply here too. Something like this could be considered for a perk, with a bonus included.Could a highly skilled player char still stick to basic anims? I'm partial to brawler builds over martial artists.