In the first phase player would chose the opponent's bodypart to aim at, like in Fallout 3/4 V.A.T.S. A fancier variant of the above dividing each player turn to two phases. After your single shot, your opponent makes his single shot, dealing some damage to MC, after which the control is returned to you again, and so it goes until either MC or his opponent NPC is dead. Same as above, but while you're aiming to click, time is frozen for your opponent, so there's no pressure to end the fight asap. An easier variant would be turn-based combat. But while you're taking your time aiming, your opponents shoot at MC all that time, so the longer it's taking to kill them the more health you lose, up to MC getting killed and you losing the minigame and having to load a save. The closer to the center the slider is, the more powerful your shot would be (dead center would be like headshot/critical hit), while edges would be a miss/grazing shot. The simplest one is that you enter the minigame and have to click at the right moment etc etc, and your every click is a shot. I can see three variants of its implementation: So I guess, a shooting minigame can be very similar to that concept. I saw a couple of very similar minigames in other projects. The catch is that the slider moves fastest when it goes through the center and slowest at the edges of that, eh, hourglass thingy. Nothing fancy, you just has to click at the right moment, when the swinging slider (the orange line) is right in the center. In Milky Touch (another 2D VN Wildquill worked on) there was this lockpicking minigame: Funny thing, but recently I was thinking about combat implementation in RenPy and came to an idea of a minigame that should work (in theory).
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