User talk:Raine Valen/Design/Project Peach

Okay, so. Before you ask "What's this for": nothing in particular. I designed it for the sake of designing it, because design is what I love doing. Obviously, it's pretty barebones atm, but I'll be fleshing it out as more things occur to me. Not much more, mind you; these systems are designed to be relatively simple. Please tell me what you think about them, what you like, what you dislike, and why. Thanks bunches. ♥ &mdash;  Raine Valen    23:01, 11 Aug 2010 (UTC)
 * This designing process looks counter-intuitive: a specialized combat system for nothing special.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  19:30, 12 August 2010 (UTC)
 * It's actually not very specialized, at all; it would work for just about anything. GW uses an almost identical cycle, actually, with the main difference that Cool time isn't global and that Recover time is more severe in the Peach system.  For example, take a ranger using dshot on a target:
 * Decide: Ranger picks a target and queues dshot (lasts until ranger queues dshot).
 * Prepare: Ranger runs into to attack range (lasts until ranger gets into attack range).
 * Act: Ranger uses dshot; arrow leaves bow at the end of this period (.25 seconds).
 * Recover: Aftercast (.75 seconds).
 * Wait: Second half of attack (.25 seconds; this is why dshot's activation is 1⁄2 second, but it fires in 1⁄4 second).
 * Cool: Dshot recharges (10 seconds).
 * In this case, Recover time is longer than Wait time, so Wait would be done by the time Recover ended, essentially not existing. Also, note that Cool time in Guild Wars only applies to a specific skill, while Cool time in Peach applies to everything.  Think of it as "catching your breath", to speak.
 * There's a similar system for just about everything, from FPSs to fighting games to chess. One of the really important things to note, though, are that (1) many games don't particularly acknowledge Prepare and Act time separately, (2) Wait and Recover times are the same thing, in most games, and (3) a lot of games have a localized Cool rather than a global Cool (which makes no sense to me, thematically).  &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  19:57, 12 Aug 2010 (UTC)
 * I was not talking about the system, which, as you mention, could indeed be used for a lot of things; but rather the process of making a system for nothing in particular. But hey, it keeps the mind active. 82.217.189.101 20:52, 12 August 2010 (UTC)
 * It's no more counter-intuitive than drawing a picture or writing a song.
 * Design is my art of choice. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  21:22, 12 Aug 2010 (UTC)