Chapter 10. Fight and Gain XP

The previous chapter was so big that it had to be split in twain.

We left the previous chapter at a point where the player was just about ready for battle, with a sword (or axe) in hand, staring down at the Goblin horde, ready to hack them away. Let's finish this round; select a not-so-willing target and do some damage to it.

The following topics will be covered in this chapter:

  • What it means to battle
  • Planning for longevity
  • Enhancing the enemy AI
  • Particle systems in 2D and other gotchas
  • More animation know-how

Proving ground

What sets aside a really good RPG from a run-of-the–mill point-and-click adventure are the battles (well, unless you count the insult sword fighting scene in the Secret of Monkey Island series at http://monkeyisland.wikia.com/wiki/Insult_Sword_Fighting).

Battles can take many forms, from real-time, hack-and-slash, nonstop action to the more strategic turn-based battle systems. Each appeals to a different audience and dramatically alters how your game is perceived. In many cases, the battles (apart from the story) will make up the heart and soul of your game; if you get this wrong, it's a quick one way - try to uninstall purgatory.

No matter which path you choose, the enemies that the player will face have to be challenging at all times. This doesn't mean they should level up at the same time as the player (in some titles, there is a flat progression between the player and his or her enemies; avoid this at all cost as it will quickly become boring), but then they should challenge the player in different ways.

There are several things you need to plan for; they are as follows:

  • Animations
  • Player actions
  • Enemy defenses and reactions
  • Special moves
  • Interactions

Each of these provides an engaging experience to the player and makes the battle feel worthwhile. If you don't focus on each area, players might feel bored when playing the game.

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