Combat Prototype

Combat Prototype

Play Prototype 3

I have completed a preliminary combat prototype and quickly learned that having automated, non-interactive combat is kind of boring and leaves the player feeling very detached from the experienced. The alternative would be a Pokemon-style battle system where the player gets to choose which moves to use; moves expend energy; energy is determined by stamina. Creatures would also have a defend ability which allows them to take less damage if hit next turn (augmented by their constitution score).

There will also eventually be animated sprites that are played for each attack, while the creatures move back and forth to indicate attacks, dodges and hits.

Another key feature missing from this prototype which will be implemented in the next 2 weeks is training. Now, when you try to fight a creature and lose, you simply have to try again with another creature. In the final prototype, after you lose a battle you will be able to choose to train your creature in one of the traits which will increase it by 1 point. Trained ability, of course, is not genetically transferred.

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Inspiration

creatures2Virtual Monsters is in some ways a combination of many of my favorite games as a kid: Pokemon, Harvest Moon and an obscure but amazing game called Creatures. The game was a rather sophisticated virtual life simulation where the player was tasked with raising these adorable creatures called Norns. The player could type things to the Norn and eventually teach them simple language like “eat fruit” or “push that.” The creatures would grow up, begin experiencing certain urges, mate and produce offspring. Their brains were very sophisticated and based on chemical interactions which produced emotion and behavior.

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