XaiJu
y.v.
y.v.

patreon


Devlog - May 19th - Progress V2.20 - D&D-ish Combat

Hi,

the last two I days I did the Armoury staffing with bots GUI (up to 3) and when I thought about a proper way to define combat stats and mechanics I decided to go for D&D-ish system rather than inventing something new.

So I wrote the classes, transfer code from bot to ground unit class (see imported bots, all start as lvl 1 and can level up like in D&D) and started on the D&D stat and combat logic.

Protectors are kind of tanks, infiltrators kind of mages, first mobs are thief class. I noted that D&D rule implementation is not difficult but extensive so I have to think that through properly. I will probably need all week to have a first combat setup including the visuals, first chibis. I made a test stage for the chibis as well (see image).

By the decision to go with D&D-ish rules I hope I can benefit also for future games as that is quite ubiquitous.

More to come on basic initial actions (attack, defend, intimidate, hack, fortify ...) soon...

y.v.

Devlog - May 19th - Progress V2.20 - D&D-ish Combat Devlog - May 19th - Progress V2.20 - D&D-ish Combat Devlog - May 19th - Progress V2.20 - D&D-ish Combat

Comments

Not a bad Idea, I didn't really like the 4th Ed on the table, but for a thinned out basic system I can see that work.

Gideon Lamarr

very reasonable idea

Gideon Lamarr

I like D&D. Classes and leveling are always fun. If you are looking at something that codes easier look to 4th edition D&D. They made that version to try and appeal to MMO players. As Gideon said it's more aligned to Tank, Ranged, Rogue, Healer, etc. Would you have a different attributes for the bots, or go off how good they are at sex stuff? Weapons built-in or hand held. So many good options. I look forward to what you implement.

Timothy Wolcott

I'll probably not mention D&D in the game, just say RPG-like combat :)

y.v.

I want to do a lightweight version of that. Should also go into the fighting, e.g. infiltrator can attack, then camouflage. Attacks are initiative based per round. There'll be no movements though, only first and second action. Exp and levels are gained as usual in DD and then stat points can be given to bots (and later to crew if i do away missions). Lets see how it goes...

y.v.

That sounds interresting and i'm a bit surprised that you go to the length of adapting D&Dish rules, because of the complexity, I've been told that they're a bitch to code. Is the D&D Element only for a sort of leveling system or are you also going to implement into the fightig? Like Initiative, movement, actions, ractions, who does what when and can the others react on it (Like can the "Tank" block or parry or the "rogue" dodge) - and this shows another thing about D&Dish rules - you will have to deal with dudes like me, who're playing D&D for decades and are just a pain in the butt like corporate Lawyers when it comes to said rules :)

Gideon Lamarr


More Creators