![]() ![]() Whereas, when superimposed over an enemy would mean you’re close enough to smell their breath. In the attack state, the reticule represents the exact target of the attack by its placement on the X-Y axes, and represents the range of the attack by the length of the reticule. This reticule has two toggleable states, Attack and Defend, which are immediately distinguishable. Under this scheme, the player is presented with a reticule in combat. This my concept for a melee-combat system for use in a computer game, not necessarily Elder scrolls, that largely operates off of effective weapon ranges and mouse-acuity (let’s just forget that consoles exist for the time being), in a vein not dissimilar to first-person shooters. This thread is dedicated to weirdness, so to hellwiddit. Anyway, as a weird aside, here's an actual game mechanic idea that I've been stewing on for a while.
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