Thursday, September 6, 2018

Combat in a Visual Novel (part 4)


During an actual fight, we make all kinds of decisions. For instance, in a martial arts fight, let’s say your opponent is throwing a right thrust punch at your face. Do you move to the left or to the right to dodge the punch? Do you block with your left or your right arm? Often, these decisions are made based on experience, positioning, and personal preference, because there isn’t really a right answer if you’re skilled enough to have options. Often, it depends on which technique you’d like to follow up with after the block. So, in a VN combat system, I think some choices will just open up other options, rather than there be an actual right or wrong choice. Of course, I do plan on mixing in some bad choices that could make you worry you might lose, but VN players don’t want to lose because of combat choices they might not understand. If a VN player has never been in a real fight before, then they will quickly cry foul when the choices they are presented with require specific, outside knowledge. I’ll have to be careful when programming combat so that I don’t alienate players who have never studied martial arts or trained with firearms. To put it succinctly, the choices in combat might end up being more for flavor than for success or failure. Yet, how do VN players feel about non-choices?…
(P.S. the pic is just a mock-up I did from spare graphics. It's not in the actual game)
 
 

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