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Programming / Re: Mixing roguelike and tactical squad combat
« on: January 24, 2010, 04:48:33 AM »
The only setback that come to mind for me is conveying a bunch of tactical information in an easy to interpret way.
Here are some questions to consider while assembling your design document.
Do enemies face different directions? Can they crouch and go prone? In what ways does this effect gameplay?
Can the enemies predict player tactics (offensive) or is their AI more geared toward well rounded defensive tactics. (For example, a defensive enemy's line of thinking may go like this. enemy's survival chance is high if he's in 1 of 4 corners with his 3 AI buddies. They divide attention between all possible points of entry. If he's alone and still has the will to fight, he is more likely to survive if he defends a bottleneck area like a hallway or alley.)
Is the enemy aware of secure and unsecure areas? (The room behind me is secure because no one could get into it without me knowing it)
How do you convey individual character's ammo/health levels without confusing the player and without taking up a large chunk of the screen?
What properties can you give the weapons to make them useful in different situations? How do you balance the weapons to make team mates complement eachother without absolutely needing eachother?
I hope these questions don't discourage you. If you can handle these issues with finesse then you will make a uniquely challenging and fun game. Good luck!
[EDIT] Also, I believe this can all be done in color ASCII. If you'd like to bounce some ideas off of me, send me a PM.
Here are some questions to consider while assembling your design document.
Do enemies face different directions? Can they crouch and go prone? In what ways does this effect gameplay?
Can the enemies predict player tactics (offensive) or is their AI more geared toward well rounded defensive tactics. (For example, a defensive enemy's line of thinking may go like this. enemy's survival chance is high if he's in 1 of 4 corners with his 3 AI buddies. They divide attention between all possible points of entry. If he's alone and still has the will to fight, he is more likely to survive if he defends a bottleneck area like a hallway or alley.)
Is the enemy aware of secure and unsecure areas? (The room behind me is secure because no one could get into it without me knowing it)
How do you convey individual character's ammo/health levels without confusing the player and without taking up a large chunk of the screen?
What properties can you give the weapons to make them useful in different situations? How do you balance the weapons to make team mates complement eachother without absolutely needing eachother?
I hope these questions don't discourage you. If you can handle these issues with finesse then you will make a uniquely challenging and fun game. Good luck!
[EDIT] Also, I believe this can all be done in color ASCII. If you'd like to bounce some ideas off of me, send me a PM.