Thanks to my teammate AJ (http://foodiegamer.blogspot.com/) I recently read an article on Gamasutra about the process of creating and iterating a combat system.
http://www.gamasutra.com/view/feature/175950/the_fundamental_pillars_of_a_.php
I enjoyed how the article put the process of building a combat system into a simple and easy to understand module, but what really caught my eye was a comment by user Bart Stewart that described the external factors that can make conflict interesting:
"One thing I notice, though, is something that seems pretty common to
combat AI in most games. Namely, that "tactics" is being defined here as
really applying only to personal combat with internal resources. But
tactics also refers to the smart use of external environmental elements
to obtain and exploit a force advantage over an adversary.
This
is mentioned indirectly by describing a "tendency" (presumably of
novice combat AI designers) to want to allow multiple mobs to function
as a squad, apparently just to make a game feel more "immersive" or to
make enemies "feel human." It's a fair point that a small set of
interesting choices is better than a big vocabulary of indistinguishable
actions. But I think dismissing environmental tactical choices as mere
"immersion" would miss some opportunities for offering more enjoyable
combat play.
In addition to tactics enabled by internal
resources -- e.g., HP/mana, cooldown timers, recovery delays, shields,
movement speed -- environmental features can be resources as well. Line
of sight may be the most common environmental phenomenon that characters
can be programmed to respect, creating opportunities for movement and
stealth tactics. But there are plenty of other phenomena that also allow
tactically interesting character actions and choices: day/night cycles,
rain/snow/fog, smoke, entrenchment (digging into the terrain), smell
(what if you want to sneak past guard animals?), sound (the Muffle spell
in Skyrim), camouflage, heat, pressure, radiation, mass, and so on.
Think about the Thief games. Both light and sound were functional
environmental elements of combat AI design. By allowing characters
(player and NPCs) to be aware of and make choices about these
environmental phenomena, the range of interesting player choices
possible -- and the coolness of what NPCs might do because they could
detect those phenomena and make decisions regarding them -- allowed a
truly satisfying game to emerge. Tactics weren't just about my internals
versus your internals; the world itself mattered.
Not every
game needs exactly those features. The point is that external
environmental resources can also be valuable in tactical combat AI
design because they enable more interesting choices. They're not just
for immersion."
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Environmental elements could be a really
interesting component of our game. It's the Raymond Legends aspect of
our design that makes our game unique compared to the other pitches as
well as an indie title. How we could incorporate musical cues or objects in the foreground or background to change up the combat experience is something I want to do more research on and absolutely incorporate in our game.
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