LOKP - The New Adventure - Act-3 - The Wild Planet (v0.05) First Steps
Hi,Despite another dose of Santa Barbara, which is again linked to Xv1deos and their main partner Sheer ( more info on my discord server in the video projects and other section - https://discord.gg/ARxTNwuuYa ), I still decided to share with you information regarding the next game update, and possibly the combat system as a whole, how it will look after version 005 (and 006 too).
As you can see from the screenshots - in version 005 I still decided to start with teaching Krystal archery and also to make a storyline for this direction, connected with the relationship between Krystal and the Xera, and maybe even some kind of battle scene will be included (but I need to find a good combat bow, while at the moment I have only found a bow with static poses, although he is not so bad too, but still, if anyone knows good combat bow in Second life with good animations, shooting animations etc - please - let me know).
So, the training will be step-by-step and similar to progressing through the story in the tavern, at the initial stages for each day of training Krystal will increase her agility comparatively not much, but upon reaching some key values - agility will begin to increase much more (for example, if Krystal in the first days can increase agility by 2 in one training, and when it becomes higher than 10 - each subsequent training will bring 3, and upon reaching a new key mark - 5, and so on), and, upon reaching key values, there will be a development of the plot associated with the character Xera.
As for how it will work in combat - I think that by choosing the path of agility, Krystal will have the opportunity to relatively safely engage in ranged combat (but it will cost her arrows), and, depending on the level of agility (and the difficulty of the enemy) - Krystal will have the ability to dodge enemy attacks. If the enemy is weak, and Krystal has a high agility parameter at that moment - enemy will almost never hit her, but for that at key moments player will still have to press the Dodge button on the screen, which will be lit for a few seconds, otherwise Krystal will receive damage and If Krystal does not have a high enough agility level for a certain enemy attack, the Dodge button will not appear and she will take damage, i.e. she will not have the opportunity to dodge at all.
And since I'm talking about the combat system - when Krystal is trained in melee combat - the leveling system will be similar, but I think in addition to strength, Krystal will also increase her life level, however - in fair proportions in relation to the leveling of agility (for example, if Krystal initially receives 2 agility when learning archery, then when training melee combat she will receive 1 strength and 1 life energy or something like that), and at some key moments Krystal will be able to make a powerful counterattack on the damage received at a high enough level of strength (but this will not allow her to avoid the damage received). I suppose - a button will also pop up on the screen when such a moment is possible (like when shooting a bow). Perhaps I will mix both styles of combat, and with sufficient dexterity it will also be possible to dodge during an enemy attack in close(melee) combat, and then inflict high damage at a sufficient level of strength (but the player will have to press the quick time buttons), but for now I am not sure about this (although if I still decide to do this - a similar effect can be introduced into the ranged combat system, where, in addition to dodging, it will be possible to hit the enemy without wasting arrows).
However, I should not forget that some enemies will probably be able to shoot or throw something, and then I will have to revise my system a little, as well as the fact that in theory if an enemy gets to Krystal even when she tries to shoot a bow - it will already be close combat with all the ensuing consequences. In general - I have something to think about when I get to the combat system, and I probably need to decide - what I will do first - either create a new combat system, or work on the plot of version 005.
In general, I hope I haven't confused you too much with my thoughts, I just don't yet fully know how all this will look in the combat code, and whether I'll have to throw something overboard or not.
That's all for now, as soon as I make a breakthrough in one of the tasks I've set, I'll let you know.
Thank you for your attention
P.S. Feel free to leave your opinion on my idea, whether you like the idea of quick time inventories or not, and all that sort of thing. Of course, I can make such moments automatic with a note like (due to Krystal's high agility, she dodged / counter-attacked) and the like.
As you can see from the screenshots - in version 005 I still decided to start with teaching Krystal archery and also to make a storyline for this direction, connected with the relationship between Krystal and the Xera, and maybe even some kind of battle scene will be included (but I need to find a good combat bow, while at the moment I have only found a bow with static poses, although he is not so bad too, but still, if anyone knows good combat bow in Second life with good animations, shooting animations etc - please - let me know).
So, the training will be step-by-step and similar to progressing through the story in the tavern, at the initial stages for each day of training Krystal will increase her agility comparatively not much, but upon reaching some key values - agility will begin to increase much more (for example, if Krystal in the first days can increase agility by 2 in one training, and when it becomes higher than 10 - each subsequent training will bring 3, and upon reaching a new key mark - 5, and so on), and, upon reaching key values, there will be a development of the plot associated with the character Xera.
As for how it will work in combat - I think that by choosing the path of agility, Krystal will have the opportunity to relatively safely engage in ranged combat (but it will cost her arrows), and, depending on the level of agility (and the difficulty of the enemy) - Krystal will have the ability to dodge enemy attacks. If the enemy is weak, and Krystal has a high agility parameter at that moment - enemy will almost never hit her, but for that at key moments player will still have to press the Dodge button on the screen, which will be lit for a few seconds, otherwise Krystal will receive damage and If Krystal does not have a high enough agility level for a certain enemy attack, the Dodge button will not appear and she will take damage, i.e. she will not have the opportunity to dodge at all.
And since I'm talking about the combat system - when Krystal is trained in melee combat - the leveling system will be similar, but I think in addition to strength, Krystal will also increase her life level, however - in fair proportions in relation to the leveling of agility (for example, if Krystal initially receives 2 agility when learning archery, then when training melee combat she will receive 1 strength and 1 life energy or something like that), and at some key moments Krystal will be able to make a powerful counterattack on the damage received at a high enough level of strength (but this will not allow her to avoid the damage received). I suppose - a button will also pop up on the screen when such a moment is possible (like when shooting a bow). Perhaps I will mix both styles of combat, and with sufficient dexterity it will also be possible to dodge during an enemy attack in close(melee) combat, and then inflict high damage at a sufficient level of strength (but the player will have to press the quick time buttons), but for now I am not sure about this (although if I still decide to do this - a similar effect can be introduced into the ranged combat system, where, in addition to dodging, it will be possible to hit the enemy without wasting arrows).
However, I should not forget that some enemies will probably be able to shoot or throw something, and then I will have to revise my system a little, as well as the fact that in theory if an enemy gets to Krystal even when she tries to shoot a bow - it will already be close combat with all the ensuing consequences. In general - I have something to think about when I get to the combat system, and I probably need to decide - what I will do first - either create a new combat system, or work on the plot of version 005.
In general, I hope I haven't confused you too much with my thoughts, I just don't yet fully know how all this will look in the combat code, and whether I'll have to throw something overboard or not.
That's all for now, as soon as I make a breakthrough in one of the tasks I've set, I'll let you know.
Thank you for your attention
P.S. Feel free to leave your opinion on my idea, whether you like the idea of quick time inventories or not, and all that sort of thing. Of course, I can make such moments automatic with a note like (due to Krystal's high agility, she dodged / counter-attacked) and the like.