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Originally Posted by Crow
Thoughts? Sure! Don't use copy level or the instance manager at all. Don't get me wrong, they have their place, and Chris' instance manager is great. But for a system like this, you probably won't need it. Am I correct in assuming that the fights will be round based, just like Pokemon and Final Fantasy? No need for extra levels for every player, then. If you want to initiate a fight right there and then, wherever the player is, just hide them from the other players, and also hide other players from them, then just draw the enemies and whatnot on the client side. If the fights don't necessarily need to happen where the player is now, but can happen in an area that looks like the one the player is in, warp them to a designated level for that area, and do the same as above. All players currently fighting in such an area would end up there, so you won't get around hiding them from each other.
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It's "real-time" combat. Almost like the Tales of series if you've ever played.
And I thought about it. scripting baddies via clientside would make the combat much smoother. But if a player is in a party for co-op during combat, I can see where some issues might come in