Mortal Kombat MUX
-
@Coin said:
You could have coded combat where you decide on a "strategy" per "round" (with three rounds). Best of two wins the fight. Of course, with this, part of the roleplay and fun of the game would become creating interesting "strategies" that you can apply based on your character's stats, etc.
Sounds like Endless Space, which isn't a bad thing. It's quick and simple, but I think the people that will be attracted to the theme aren't going to like a simple system with that. You'll probably need to add some crunch in order to differentiate the relative merits and flaws between Sub-Zero and Scorpion, for instance.
-
@Ganymede
Yeah, I'm working on some bells and whistles. I'm trying to keep the KISS (Keep It Simple Stupid) methodology in mind. Right now I have it set up so it will recognize crouching, standing, and flying attacks. Flying attackers run the risk of being knocked out of the sky costing them their attack. There are sweep attacks that do the same to standing attackers (knocking them down and costing them their attack). I have ways of doing multi-damage attacks (say a triple fire ball). I'm working on a system for weaknesses and resistances. There is also a method in place for doing combos taken straight from the SF RPG. I'm also looking on ways of implementing status effects like stunned, frozen, and poisoned.I haven't been able to do much testing because it's not all put together yet but I'm liking what I see.