Topic:   iPhone Project: The In-Game Plan   (Read 88974 times)


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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #120 on: January 26, 2010, 07:36:00 AM »
Yeah, that's one of the things I need to program in this system. Use your right thumb to move(pick spells if sorcerer) and your left thumb to target and attack enemies.


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Re: iPhone Project: The In-Game Plan
« Reply #121 on: January 26, 2010, 08:42:15 AM »
Quote
That sounds pretty good, though when the player learns sorcery, he/she turns his/her back on plain sword fighting and the chance to become a marksman?


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That's certainly a sound idea.

Alternatively each class could boast an ability instead of higher stats. For example, the knight deals a powerful melee attack, the marksman has a ranged attack and the mage can heal himself. Those are fairly distinct traits, and we could simply implement an "Ability" button to initiate them.
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #122 on: January 26, 2010, 12:07:51 PM »
Yeah, I've been thinking on that. I'm thinking that abilities could be kept in the 3rd toggle of the toggle button.
Adventurer-Beginning class, no special attributes but handles plain weaponry such as what a Knight uses.
Sorcerer-Allows the player to cast spells which are held in the 3rd toggle of the toggle button. Can only use hand or staff as hand to hand combat. Only wears robe.
Marksman- Wears armor of a Knight but shoots long range with a bow and  also hits close combat with the bow. Takes no mp for bow but can miss.
Knight-Strong armor and weapon but... This is where I get stuck. The Knight needs some abilities or it'd just be as bad as the beginning adventurer class. Stealth, strength, or anything that can be called by a 3rd toggle?


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Re: iPhone Project: The In-Game Plan
« Reply #123 on: January 26, 2010, 12:39:21 PM »
Knight can have a higher defense by default, got a shield, right?

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #124 on: January 26, 2010, 12:50:47 PM »
Forgot about a shield but usually a sword would be two handed, especially for a knight. Besides stats, it'd be nice if the knight could have a special ability like a marksman or sorcerer. Though can't quite think of it...


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Re: iPhone Project: The In-Game Plan
« Reply #125 on: January 26, 2010, 02:06:19 PM »
How about being able to attack everybody next to him?
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #126 on: January 26, 2010, 02:16:41 PM »
Whoa, now that'd be a twist. Collide with one enemy and instead of attacking one, all around feel the slice of your sword. What do the rest of you guys think? Should that be all for the Knight?


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Re: iPhone Project: The In-Game Plan
« Reply #127 on: January 26, 2010, 05:24:15 PM »
Hey, I'm liking that idea. :) Sorta like a swing attack?
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #128 on: January 26, 2010, 05:34:41 PM »
Yeah. So should that special ability trigger automatically or would it be some sort of button pressed to activate in whch it'd need to take mana points?


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Re: iPhone Project: The In-Game Plan
« Reply #129 on: January 26, 2010, 05:55:38 PM »
Whichever is more practical. Button press I'd reckon.
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #130 on: January 26, 2010, 06:06:13 PM »
Alright, I think I know how I should set this up. Currently I'm doing a major re-haul of the drawing and touch input system. Because we decided to make the game fully oriented in landscape mode I need to rotate the grid of both drawing and touch input to allow automatic landscape instead of the generic set up at the moment. So this is going to take a bit of work but overall it'll make my life easier and get rid of future troubles.


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Re: iPhone Project: The In-Game Plan
« Reply #131 on: January 26, 2010, 08:33:07 PM »
Just a quick concern. How would a Bow or a spell work in an engine of bumping into stuff?
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Re: iPhone Project: The In-Game Plan
« Reply #132 on: January 26, 2010, 09:41:50 PM »
It wouldn't. That's why I need to make a 2nd battle system just for those two classes. It's going to be a bit of a challenge. A lot of modifications and work ahead, I hope it'll be worth it.
EDIT: I'm getting a bit ahead of myself. I should focus on what I'm doing now instead of trailing so far off on what I need to do.


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« Last Edit: January 26, 2010, 09:54:49 PM by Gandolf »

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Re: iPhone Project: The In-Game Plan
« Reply #133 on: January 27, 2010, 06:51:31 AM »
Can't you simply invoke the playerHit routine when an arrow sprite collides with an enemy?
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #134 on: January 27, 2010, 09:13:06 AM »
You know, I don't have any sort of sprite collision detection made... I think I have a vague idea of how I will program it but I won't truly know until I do.


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