- Joined
- May 19, 2015
- Messages
- 62
- Reaction score
- 2
- First Language
- Italian
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Hi guys!
This time around I'm not asking for any help, only some Tips or Opinions about an idea I had in mind.
I'm making a game without magic and the abilities are the most similar to reality(things like shield bash, feints, moulinet and so on).
In my game, every action uses some amount of Energy(even the base attack and defend actions) so I've made a battle command "Rest" to let the character recover some Energy in order to attack again.
Then I had this thought:
What about having a gauge only for both Energy and Health? Like in real life basically.
The thing is, in real life if you get hit or if you keep doing things without resting, the result is the same, you're weak.
Also when HP reach 0 the character gets Knocked Out(death state) which in my game is much different from death itself.
So:
I was able to remove both MP/TP gauges from both Battle and Menù leaving only this Energy gauge(HP).
Also I know how to damage HP after every action(with formulas like a.hp = -x).
This works for both heroes and enemies and can add some particular tactics in battle such as waiting for an enemy to attack and become enough weak to be countered and so on.
Also I'm planning to add some Injuries so if you get an arm broken you can't have the maximum Energy and also the actions you make should waste more Energy than when you are fully healed.
The question is:
Would you find attractive to play a game with such realistic rules?
Or should I remain with the two gauges(HP/MP) like in most games?
If so, do you have some tips for a better way to realize this?
As always sorry if it's the wrong section and for my bad english(I'm Italian).
Thanks to those who'll have the patience and the courtesy to read this long text and for answering!
This time around I'm not asking for any help, only some Tips or Opinions about an idea I had in mind.
I'm making a game without magic and the abilities are the most similar to reality(things like shield bash, feints, moulinet and so on).
In my game, every action uses some amount of Energy(even the base attack and defend actions) so I've made a battle command "Rest" to let the character recover some Energy in order to attack again.
Then I had this thought:
What about having a gauge only for both Energy and Health? Like in real life basically.
The thing is, in real life if you get hit or if you keep doing things without resting, the result is the same, you're weak.
Also when HP reach 0 the character gets Knocked Out(death state) which in my game is much different from death itself.
So:
I was able to remove both MP/TP gauges from both Battle and Menù leaving only this Energy gauge(HP).
Also I know how to damage HP after every action(with formulas like a.hp = -x).
This works for both heroes and enemies and can add some particular tactics in battle such as waiting for an enemy to attack and become enough weak to be countered and so on.
Also I'm planning to add some Injuries so if you get an arm broken you can't have the maximum Energy and also the actions you make should waste more Energy than when you are fully healed.
The question is:
Would you find attractive to play a game with such realistic rules?
Or should I remain with the two gauges(HP/MP) like in most games?
If so, do you have some tips for a better way to realize this?
As always sorry if it's the wrong section and for my bad english(I'm Italian).
Thanks to those who'll have the patience and the courtesy to read this long text and for answering!