DigitalLibrarian / VS2013Projects

DF/CDDA inspired content driven simulator
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Dodging #39

Closed DigitalLibrarian closed 5 years ago

DigitalLibrarian commented 8 years ago

Dodging should be possible via the combat move system.

This will probably look like DF dodging where it moves the player and causes an attack to miss. In DF, you could only dodge when there was an incoming attack.

This might entail pushing the sim forward until all non-player combatants know what their next move is or we only allow dodging when the combatant has planned an attack. Might take some experimentation to get it right.

DigitalLibrarian commented 8 years ago

No need to push the sim ahead. We now have combat move prep and recovery states for all move classes.

Move discovery should find dodge opportunities when the enemy is preparing an attack. Attack recovery should work inversely to dodging (make you easier target)

DigitalLibrarian commented 6 years ago

It might be neat to have a mechanic where the defending player gets a skill based roll that indicates whether they "saw it coming" or not. This might either enable the dodging option, or represent success.

DigitalLibrarian commented 5 years ago

I am targeting the df adventure mode experience. This will require adding a screen to select your enemy target, before you decide which verb you'd like to apply to a body part.

Each agent has a visible state, where you can see if it is moving (which way) or in combat. If they are attacking you, then you will have the option to dodge, which requires you to select a direction to dodge into. Need to go back to the attack commands and add a check to see if the target is still there when the command finishes, and if not, then emit the "dude misses" messages.

DigitalLibrarian commented 5 years ago

I have the important melee features described here, but nothing is skill driven. Will remedy that when I do the skill revamp #35