Game Development Reference
In-Depth Information
Proving ground
What sets aside a really good RPG from a run-of-the-mill point-and-click adventure are
the battles (well, unless you count the insult sword fighting scene in the Secret of Monkey
Island series at http://monkeyisland.wikia.com/wiki/Insult_Sword_Fighting ) .
Battles can take many forms, from real-time, hack-and-slash, nonstop action to the more
strategic turn-based battle systems. Each appeals to a different audience and dramatically
alters how your game is perceived. In many cases, the battles (apart from the story) will
make up the heart and soul of your game; if you get this wrong, it's a quick one way - try
to uninstall purgatory.
No matter which path you choose, the enemies that the player will face have to be challen-
ging at all times. This doesn't mean they should level up at the same time as the player (in
some titles, there is a flat progression between the player and his or her enemies; avoid
this at all cost as it will quickly become boring), but then they should challenge the player
in different ways.
There are several things you need to plan for; they are as follows:
• Animations
• Player actions
• Enemy defenses and reactions
• Special moves
• Interactions
Each of these provides an engaging experience to the player and makes the battle feel
worthwhile. If you don't focus on each area, players might feel bored when playing the
game.
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