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Project: (Untitled yet)
Project Started: 6th March, 2011 Last Update: 29th June, 2011
Project Owner: Muz Project Members:
Project Type: Turn based strategy horror Project Progress:

Turn based pacing
Posted 29th Jun 11, by Muz  
Turn based means that it ends up too slow and boring everyone or too fast and not scary enough. Getting the appropriate balance is difficult, and depends on the situation. A long corridor will want a more turn based points and time sped up. While a crowded fight would want time to slow down for the heroine. Fights can be similar to bullet time, but nowhere near the degree.

Well, taking in with the fear theme.. a suitable balance was found using the fight or flight response. Both give a bonus depending on Fera's fear levels.

A player who chooses to fight will get bonuses to accuracy and damage based on fear, but no movement bonus. Defense drops, but pain resistance increases.

A player who chooses to run will get bonuses to movement rate and dodging attacks. They'll be unable to fight back very efficiently, and this can produce the 'game over' mental breakdown if they get trapped while in flight mode.

They'd have to choose from one or the other, though. The game itself will manage this, the player makes no conscious decision other than trying to survive. It can be swapped, like someone who wants to hit someone aside and flee will be able to do so. But someone who is in berserk mode will not be in a mental state to flee.


Anyway, the game engine design is all done with this. Time to get coding and work on level design later

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