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LuisAR's video: Polishing the combat for my game devlog

@Polishing the combat for my game | devlog
Some testing of changes done to the combat mechanics. °Added a jump mechanic. °Adjusted the gun combo mechanic: -The gun combos aren't forced anymore meaning you can choose between fast normal shots that do base damage or start the gun combo that applies damage multipliers. -Added falloff to the projectiles to force close to mid range encounters. °Started to re-work and balance the enemy AI for the first common enemy. /////LONG TEXT FOLLOWS///// Some concerns I want to address: As you may already know, I'm making this game with inspiration on titles such as dark souls (essentially I want to create a souls-like game), and since most souls-like games are based on close range meele combat, and since my game is focused around gun combat mechanics people have expressed their concerns about how I plan to approach this situation. To answer this I've defined 3 key points that I "think" will help to deliver a familiar souls-like feel for gun combat mechanics, the points are as follows: 1- Limit damage of the guns with a falloff damage mechanic: This is to prevent players from "sniping" enemies, guns will have a certain range of effectiveness (mostly close to mid range, I do plan to add some long range gun(s) but I have to develop this idea further). 2- Enemy behaviour: A) Mobility: since the main character has a lot of mobility/responsiveness (dash, jump, slide) it's just fair that enemies also have a high mobility to keep up with the player, so enemy AI is being developed with this in mind. B) Enemy attacks: "most" enemies will have two kinds of weapons/attacks, 1 for close range (meele) and 1 for long range (projectile). The basic idea for the combat loop is for the enemy to use long range attacks to stagger the player and be able to get close then use its close range attack to finish the player off, essentially long range attacks shouldn't be attacks of high damage but instead of high "stun" amount while close range attacks will deal the most damage. Ofcourse this approach won't apply to all enemies but it's the general idea. 3- Level design: One of the most important and though aspects I want to "nail" for this game is level design, obviously inspired by the intrinsic connection of the the level design in Dark Souls 1. With this in mind, level design should "force" the player into close to mid range engagements without making the player feel "encaged".

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This video was published on 2020-11-10 20:30:07 GMT by @LuisAR on Youtube. LuisAR has total 52 subscribers on Youtube and has a total of 26 video.This video has received 4 Likes which are lower than the average likes that LuisAR gets . @LuisAR receives an average views of 140.3 per video on Youtube.This video has received 3 comments which are higher than the average comments that LuisAR gets . Overall the views for this video was lower than the average for the profile.

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