Friday, July 27, 2012

CSS class

Ok so I've done some JS on Code Academy, a few bits of HTML and then I jumped to CSS, it seams that the smart thing to do finally got to HTML by separating the looks from the brains of a web-page (and it has been a while since that happened!). In the first few exercises, I was introduced to a few styles that could be applied to bits of text selections caught between <spam></spam> tags; after that they where caught between <p></p> tags and finally I got to read about CSS classes, what a relief! this really makes it all more readable, there was a part of the exercises that emphasized on that by making me add a bunch of CSS tags and properties to so many bits of text separately, and all of them within <spam> & </p> tags; those where 5 minutes of hell... and there was no brain to it!...
This is pretty simple stuff in the course but, by browsing Code Academy's code, I found a bunch of classes for the instructions texts that appear on the side they use it mostly between <div></div> tags, this allows the use of extra configuration classes inside the <p></p> tags, this way one class takes control of a mayor view while the next inside class makes more precise changes and so on... until the <spam></spam> tags get to be used.

this is it for today...

Monday, July 9, 2012

Combinations on Rush

I can remember just a few games (Chrono Trigger) where you could send several characters to perform an action together, and since most turn Based Combat RPGs have evolved into an ever growing list of Turn Based Strategy games, where instead of a party there's an army whose movement and position is more important than the actions itself, making combinations go into oblivion; its the main reason why I decided that... 

Combined Actions

Had to be a part of Rush. Several characters can join in on any kind of action, whether they are physical attacks, spells, even a defending stance, crating this way, a more difficult duel or reaction for the opponent, more powerful actions or reducing any of the action's requirements. This is the part of the system that will force strategy into the player, figuring out when is best to use Combined Actions and when not to, also in some cases, when it is required to.

super deformed D&D characters
Different kinds of Actions can be combined
Combining is meant to provide greater results than each character using separate actions, this requires some kind of commitment, this is why the main requirement is for all characters involved in a Combination to be on the same Queue's time frame; but as an outcome, they are all left open for attacks until the next turn.

The Queue will explain how all of this comes together, just hang out until I get the rest of the parts of Rush keep popping into my head...

Wednesday, July 4, 2012

Defense on Rush

In most games (I've played), defense plays a secondary, almost useless role in combat. Mainly, it has been used to reduce the enemy's physical attack effects (or damage), but with no real defense strategy. Since for now, the Rush Combat System has been all about using actions as attacks, the only way described to defend is by reacting to a Rush attempt, so I would like to propose the...

Active Defense Action

Kinght vs Magic knight
Normal Attack Vs Normal Defense
Used on the player's turn, choosing not to Rush but instead to Defend itself, or another character; the Leader (or selected character) will stand its ground, waiting for a Foe's action, if attacked, it forces a duel against the opponent.The objective is  to counter the action before it starts, thus denying the attack completely.
chibi warriors
You'll have to go through me!!
As mentioned above, the Leader can choose to protect a party member, this allows those character to remain safe, whether to prepare a special action that requires more than one turn to accomplish, or for simple protection.This opens up special scenarios where specific actions must be used in order to complete a Quest or defeat/weaken a special Enemy. This move applies specially to the Hero and Temp Leaders.

skull chain necromancer scythe
You must duel against both the Undead and the Dancing Chains
In the Captain's setting, the party members use their active defense to protect it from incoming attacks, by placing themselves in front any attackers and dueling. Even on a defender's failled attempt in a duel, provides the main target an advantage on its defence interaction, since every duel acts as a Rush attempt, it increases the action's dificulty level for the attacker.

The art for this post was done by meusing Blender 3D, with low resolution renders.
To get that old school feeling... check out my swaps.