An Offensive Stance with a Passive aspect would be one that is set to capitalize on any opening the opponent leaves while not being particularly well set for defense on your own part. The most likely use for this combination would be with a reach weapon against an opponent without reach. Say, a long spear vs an opponent with a sword and shield. They can't hit you unless they get close, and rushing to get close might leave an opening for you to exploit. Getting that shot in is more important than being defensive since a dead opponent can't hurt you. Still risky, though, since if they do get in you're probably not going to be well situated to defend yourself for a bit.
Note that this relies on combat being deadly. Reach, even by a few inches, is incredibly important in real life because the first person to land a solid blow normally wins. In games, reach is often pretty much irrelevant because everyone can take at least 4 or 5 good hits before they go down so hitting first (once) just isn't that important.
Thanks for the info. I'm really not sure how combat will work at this point, but I do hope to factor in things like reach.
if you generate your creatures you only need to specifiy regions (e.g. left, right, top, bottom, center, front, back) and could use a blocky 3D region control to manage possible actions.
But I see the implementation problems and amount of programming (and testing/balancing) work too
That's true, but I still think it would be a little tricky. One of the biggest problems is that time probably won't pass in small enough increments to track things like body position before/after a swing.
Just re-affirming my desire to play this as soon as possible!
Thanks! However, it is still riddled with crashes, bad code, and a complete lack of ingame things to do.
I am trying to tighten up combat just a little bit. In the past hour, I've went from things behaving normally, to the player being able to move his corpse around after he died, to the player being "posessed" (responding to both user input, and AI), to the player apparently unable to damage enemies or be damaged by attacks. Here's another screenshot showing the current state of combat. The window at the bottom of the map portion pops up when you hover over any creature, and will likely show more information in the future.
So, here are my current thoughts. I want to finish up my terrible first-pass version of combat, finish up adding some bandit hideouts along the map, then allow for some simple recruitment and let you go raiding bandit hideouts. Then I'd release as a tech demo - honestly, there'd still be barely anything going on in the world or any reason to play, and it would be unstable. However, since it will be open-source, you all can try your hand at making an AI, tweaking the economy, telling me how bad my code is, or whatever. Or I could wait some time longer, and make a release once it's a little more stable and there are things to do.