Fighting simulation scene. How?

Joshmcd

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I'm trying to create a combat simulation like the one used in domina. It's a gladiator management simulator. Each gladiator has their own unique stats, and the battle is done without inputting any commands by the player. The gladiators move, attack, block and evade on screen in the arena. The rate of the gladiators actions all depend on their skills and stats

I'm just wondering the best way to go about creating a battle scene where two actors move about the screen, fighting and dodging until one defeats the other. Would I need an ai system? Or could I do it with a complicated set of variables and checks? What is the logic route I need to get on in order to think this through?

Basically I'm trying to create a battle simulation scene?

Thanks guys. Appreciate the time. Looking forward to hearing from you all.
 

gstv87

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I really don't know what you're going for, but as any problem I'd tackle, I'd reverse-engineer it: start from the end and work your way backwards.
you want characters showing up on screen? then you're going to need a sprite sheet...
how do you manage that sprite sheet?... you need some sort of container (the battler, usually)
how do control the battler?... usually they are controlled by player actions, but in this case you want an automated system, so you'll need an array of pre-designed moves to pick from at run time.
to-pick-from-at-run-time implies randomization, so you're going to need a random generator.
if the whole thing requires it's own scene, you're going to have to write that from scratch.
if not, you're going to have to work with map events, and those are driven through move route commands.
if you want to use move route commands, you can either use a common event, or write a couple of separate functions on the code calling the stock functions.

IDK..... that's how I would break it down.
 

_Shadow_

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Basically I'm trying to create a battle simulation scene?
No, basically you are trying to make an auto battle system that is using hero stats. I assume it is possible, but using Events it will be extremely complicated. But possible. For istance you may never use the battle system but tansfer the gladiator to another room. There things happen automated, the battle ends, you transfer the gladiator back to where he/she was.
Sounds interesting. ^^
 

Joshmcd

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No, basically you are trying to make an auto battle system that is using hero stats. I assume it is possible, but using Events it will be extremely complicated. But possible. For istance you may never use the battle system but tansfer the gladiator to another room. There things happen automated, the battle ends, you transfer the gladiator back to where he/she was.
Sounds interesting. ^^

You re exactly right. I would definitely consider it an automated battle system determined by variables like the heroes stats.
I've been messing around with the idea of having the battles occur on a map, abs style. I just need to think about how I'm going to make them look like they're Fighting and moving appropriately.
 

Kes

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'Game Mechanics Design' is for looking at aspect of game play at a more conceptual level. "How do I...?" (implementation) questions belong in the Support forum for the engine you are using.
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Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
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