ID:152757
Nov 5 2005, 11:01 am
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I am recently working on a dodgeball game, and I was wondering how I should add catching. Right now Im thinking of pressing a certain button, and depending on your stats, you can catch it. Any suggestions to what I should do, or should I keep what I am thinking.
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#1 Nov 5 2005, 1:25 pm
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I think you hsould keep the stats thing. Also, do you plan on randomizing stats or let them a selection of characters with different stats?
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I would make it if the ball hits the player theres a small
chance of catching it. And like the stats thing (to make it even harder =D) | |
Yep keep the stats thing to ahve a lil diversity:
Player 1 : Good at ctaching but sucks at throwing 2 : Can throw good but cant catch and so on | |
Class?
Cool =D What will there be? Funky names like: Projectile Thrower? Cannon-Fodder? Or basic names like " Dodger, and Catcher? Having a game look wierd can sometimes be fun, depends on what genre, I guess. | |
Speaking of classes and stats, I've not seen an RTS Dodgeball game, where tactics and formation is key.
Researching polythesism and upgrading to a new age should be a key feature too. =) | |
For the stats I think that right when you start a new character you get like 50 statpoints. Then you can go to stat central to add them to thing such as catching, throwing, dodging, and more. For the catching part like if the ball goes to you and if the player that throws the ball has a higher throwing power then the person catching power then the thrower has like a 75/25 % chance of knocking him out. Also for the catching make it so that it catchs it if it enter the person.
->Calus CoRPS<- | |
I think a more natural approach should be taken. Morrowind and many roguelikes and MUDs do this- they ask you questions, dilemmas, and give you answers to choose. Based on those, they form your character and personality.
For example: If you come across as a geek you should be a weedy character- but very agile and thin, so can be missed a lot by the ball. | |
Hahahaha, We shall have Allah as our leader.
And "Hey guys! Instead of these stone dodgeballs, we can have rubber ones=D" Thats just gave me an idea. =D How about bonus items on the court? Like if you throw the ball and you hit a bonus your team gets that bonus and can use it whenever they feel like. I.E. Spike-ball, Throwing and hitting someone with this temporarily disables movement. Good, no? | |
Heh I would'nt mind hitting someone with a Homing Dodgeball..
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Hahaha, "Target-Locked"
Heh, and what about injuries? Like...A broken noce or something? Fractured wrist? I unno. I'm just spewing out ideas I seen from The movie Dodgeball. | |
Or a spitball dodge ball..Too slippery to catch..The 'special dodgeballs' thing would be cool and make it a bit more fun.
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Yeah. I agree. Add some flavour and maybe a touch more of strategy.
Spike- Ball: makes target immobile for :set: turns. Spit- Ball: too slippery, instant out. Rock- Ball (hahahaha, I can so see that): Injury? Homing- Ball : Catchable, but seeks Target. Disco- Ball: Makes the other team dance for a set period. Just some ideas. Try and make it as wierd as possible so people are like "What the hell?" =D | |
Iced dodgeball, slippery, cold and painful.
Small ball, harder to catch but quicker. Large ball, easier to catch but slower. Hover ball, doesn't bounce (what could be the consequences of not bouncing?) Iron ball, much heavier and harder to throw. | |
Hahahahah, I'm liking this xD Especially that Hover-ball.
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you should have a speed of the ball variabls and its is work out by the players str {or somthing} and then the faster the ball the hard to cahch
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He is probably just gone for today.
->Ryan<- | |