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Originally posted by ellrx:
**You're new here...advice: do not dredge up old topics...'out of sight is out of line' but to your obvious request and search for knowledge, i have devised a multiple chracter systeem and turnbased system, they can be used in conjunction...Note they are not easy to build as you'll be moving away from the preset framework and building a complete architecture from scratch...see sig below
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Hmm. So he can't resurrect an ancient thread, but neither can he start a new thread on an old topic. That would only make sense if the problem had actually been solved. Your helpful hints aside, I believe solutions for parties and allies are still being worked on by various parties. I for one see no sense in closing off this line of inquiry.
Apropo of all that, I've come up with a new mental model to try -- instead of a combat system per se, I am looking at a scripted option set with heavy use of mechanima. If I can ever get free of other projects I might attempt a demo level. It is a model that only makes sense when there is more a puzzle-solving dimension; say, trying to find the best member of your party to look for traps or to wave a tricorder, or which of the special powers in your super-team will stop the rampaging what-not most effectively.
I also like a variation suggested by the "combat map" mentioned above; ground travel uses one animation and tile set, with perhaps a "party" of stick-tite NPCs, but for hand-to-hand you "go to a combat map" (via stamp control) and your graphic is replaced by a "hero graphic" of larger scale. This obviously works best if combat is infrequent and self-contained -- the scale changes would be very annoying if they happened all the way down an orc-infested forest trail.
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"I know the stranger's name."
Turandot