Turn-based sword fighting RPG prototype I'm working on.
http://www.youtube.com/watch?v=rs062dgGCHoThe turns aren't implemented yet. The video shows a combo exchange state that a player can enter in the middle of a fight. These states won't go nearly as long as they do in the video. Final version will also include movement, actual turns and cooldown times for various actions.
Again, this video doesn't show the turn based elements (I'm still working on them!!), but the video shows an instance where both players can attack in combinations based on how well they're fighting, and it accounts for on-the-fly defensive and offensive states, allowing the player to dynamically attack, perceive the attack, enter a defensive state, and defend.
If two player attack at once, I'd like to have a sword clash button mashing event, but I'll work on that later.
The prototype is really a demonstration of simulating perception (via bullet time/slow motion). If a player is fighting well then they have better reaction times to defend themselves. If the player if fighting poorly they'll have less reaction time to defend. Reaction time is simulated by using a slow motion effect. When the player does better time is very slow and lets them react accordingly. If the player is doing poorly time is at normal pace, and if they're playing very poorly time appears to speed up for them.
Edit: With better animations, movement, jumping, and all that jazz I think I could get a game fight scene that resembles the bullet time aesthetics of the movie "300." What excites me is that the slow motion effect isn't just an effect, but it actually is a key part of the design, which is controlled dynamically by how well the player is doing. Admittedly, the prototype is riddled with problems that I don't like (for instance, due to my limitations of knowing what I'm doing, time isn't as slow as I'd like it to go, animations are shoddy, there's no movement implemented yet, and I really need some kind of cooldown object that can control just how many times a player can attack before it fatigues them thus affecting their reaction-time/perception) but hey, it's a start.
