The biggest problem facing me now is designing the interface. I'm thinking an auto-attack button would do a lot of good in this game.
This is what I expect the attack to look like, as it is, with all the buttons:
"What attack would you do?"
> Left handed
"What type of attack?
> Blade swing
"Which part do you wish to attack?"
> Head
"Which part on Head do you wish to attack?"
> Eyes
"Do you wish to declare another attack?"
> Right handed
"What type of attack?"
> Blade thrust
"Which part do you wish to attack?"
> Whatever
"Do you wish to move forwards, backwards, or sideways?"
> Stay still
[Opponent declares move]
"Your instincts says that your opponent will block your right hand and attack your stomach. Do you wish to change your moves?"
> Change left handed
"What attack type?"
> Blade block
"Which part do you wish to block?"
> Torso
[Combat starts]
"Your opponent dodges your right handed attack. Your opponent crushes your temple in with his mace."
(Yes, the character's instinct was wrong about saying that he was going to hit the stomach)
"You stagger. Your opponent kicks you in the torso, hitting your groin."
"You stagger. Your opponent swings his mace at your chest, but hits your right arm instead, breaking it."
"You are knocked off balance. You drop your weapon."
"You are still stunned from damage."
"Your opponent crushes you in the chest with his mace."
In case you didn't get the joke, it was that the player had to enter 11 commands before being insta-killed. Which.. isn't really that bad, I guess. Other games have more buttons. At least my game will be polite enough to automatically end turn when you're unable to move. And most battles should be over in 3-6 rounds, much more for experienced warriors.
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