#Help Structuring a Combat Game

1 messages · Page 1 of 1 (latest)

knotty terrace
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Hello, I would just like some guidance on how I should structure my combat game and/or some references I can use.

My game will be an arena fighter like ABA and Shonen Unleashed for reference.

A general idea I made so far is having a base handler that uses sub-class managers like the combat manager that acts like a service for getting starting the moves and abilities when needed, and a sub-module for handling stunning since I've heard stunning via client would make a more responsive feel.

But after that, I'm generally confused on how I should handle the character's and structuring and organizing moves and abilities.

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Sorry for the vague questions but I've been overcomplicating this process a lot and overall confused on where to start since I haven't created much progress for a little while now

cerulean tapir
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attributes

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saves the day

coral finch
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I'd split between configurations,utilities, and a goodsignal to maintain communicating

fair kiln
wintry robin
wintry robin
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simplest 😭

knotty terrace
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Thanks for putting the time into this

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I have a problem of over-engineering and over-complicating things so I just needed help narrowing down my scope of what I should do

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Thanks for the comprehensive rundown of what to do

knotty terrace
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So I can create custom modules that acts as services or raw data

Examples include:

  • CooldownService
  • Hitbox Service
  • Character Service
  • Character Data (code that stores information for each character)
  • Move Data (Code that stores information for a move/ability)
    -etc.
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My main problem was thinking of a framework/structure to tie all these components into one another

wintry robin
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The point of this is so it’s as easy as possible to add new stuff right

wintry robin
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I’ve made systems like that for casting abilities, but they are much simpler

knotty terrace
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And thats fine

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I have a problem of over analyzing and over engineering my code

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Causing me to not finish games and have development issues due to that mentality

wintry robin
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I got the if it works it works mimdsey

knotty terrace
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That's fine but you should still keep in mind of things you add later

knotty terrace
knotty terrace
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He was explaining his process of organizing his game and how he structures his code

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"ClientCombatManager that handles inputs local stun, local movement lock and playing animations/VFX instantly so everything feels snappy"

wintry robin
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I usually make a broad system, like attaching to parts together. Then test it with the use I’ve thought of an store the system just incase I need it for something else

knotty terrace
wintry robin
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Why is walkspeed on client? So if an exploiter sets theirs high you can just reset it?

knotty terrace
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Player's can already do that if they're exploiting

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There would be no input delay from activating a move

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So the gameplay can be more exact

wintry robin
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Because client and server take the players ping in time to communicate