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Staredit Network -> Concepts -> Battle system (cards)
Report, edit, etc...Posted by RandomJo on 2006-05-25 at 17:55:45
If anyone here has played Kingdom Hearts: Chain of Memories, it's got a unique battle system by the way of cards. Everytime you attack you use a card, and that card's face value is the power of the attack. Now I want to make a battle system for starcraft liek that that uses the so called cards without using actual units. and the card counter could use gas or some other counter to see when ti runs out and etc. anyone thinkt hat this could be done?

It would kind of use the Crescent Dyne system... but more like a mod of it I guess
Report, edit, etc...Posted by DoomGaze on 2006-05-25 at 18:12:34
You're going to have to use virtual HP for that sort of system.
Report, edit, etc...Posted by Lethal_Illusion on 2006-05-26 at 00:17:42
Are you talking about the system in Crescent Dyne that supports all of its items? If so, I could give you a couple ideas on ways of doing them. Feel free to PM me.
Report, edit, etc...Posted by n0b0dy- on 2006-05-26 at 13:54:33
Well you can use virtual HP and Death counters for other things, but I'm not really sure what you're trying to do.
Report, edit, etc...Posted by RandomJo on 2006-05-29 at 03:29:12
ok, say your hero attack is 5. but that doesn't matter. without creating another unit for each of the cards, the cards are the attack.

Your hero damage is equivalent to a card, its like summoning a lurker or dt or something to attack. But only the attack part and no summoning. This is so confusing aint it...

if the cards damage was 8, then you would do 8 damage. The next card you use is 7 damage. No cards- no attack. The cards do not use any units in order to attack. and the counter would be the card strength.
Report, edit, etc...Posted by DoomGaze on 2006-05-29 at 13:41:16
The problem is that you can't change the unit's attack value in the middle of the game. As I said, you either have to 'summon' another unit to attack, or use a virtual health system.
Report, edit, etc...Posted by RandomJo on 2006-05-29 at 23:21:03
aye, thats why this is concepts mate wink.gif trying to think of the undoable, the unknown, and the impossible.
Report, edit, etc...Posted by WoodenFire on 2006-05-30 at 07:28:50
Easily accoplished using vHP systems.
Report, edit, etc...Posted by DoomGaze on 2006-05-31 at 23:50:40
If you don't mind seeing Lurker spines throughout the entire battle, you could spawn an additional Lurker for each point of damage. But Lurker spines are messy, and Dark Templars don't work as well, since an average of eight Dark Templars can surround a target.

The downsides of the Lurker spines include

-Splash damaging, which means it'll attack targets that shouldn't be attacked at times
-You'll see the attack animation alot. Alot.

As for moving the unit to location, I'm not sure whether that's a downside or not. Depending on your triggering, you could time it so that the Lurkers are removed when you're not attacking. By creating/removing, I don't think you'll have problems concerning your unit being slowed down. Of course, this leads to another problem, which is attack speeds. If you do set the cooldown rate for attacks to be within each Lurker wave, the triggering might overlap and some Lurkers that should be removed aren't, and the attack timing will become awfully screwed up. Basically, you're going to have to tone down each keyblade's swing speed, if you're going to such detail in the map.

So, that's your alternate option.
Report, edit, etc...Posted by RandomJo on 2006-06-04 at 02:35:57
hmm, i like your idea... its not a bad one wink.gif

Now to figure out a way to take teh attack animation out and only have the lurkers not do splash..
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