Combat in some of the VN’s I’ve
played has simply been choice A or choice B, and then later, another
choice A or B. If you made choice B then A, for example, you’d be
successful and win the combat encounter, but any other combination of
choices would doom you to failure and end the game. As I’m
designing the combat system for this VN, I’m trying to focus on the
same kind of success-through-choice, but as my background artist is
finishing the different scenes he’s working on, I need to make some
concrete decisions, soon. Some of the backgrounds will be used for
combat, and I have yet to completely decide how I’m going to run
the combat system in this VN. At first I’d thought a
rock-paper-scissors version would work, but it didn’t really fit
the circumstances. I worry about putting a totally untested combat
system into the game, too, because I remember how many beta tests
Solar Echoes went through before the combat system was totally locked
down. I’m leaning a lot towards combat decisions that are
represented visually. For example, if you chose for your character to
be specialized in firearms, then you’ll want to get to cover and
start firing at your enemies. If, however, you chose to specialize in
melee combat, you may want to run right up to your foes and start
using your melee attacks against them. But where are the real choices
in this situation?
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