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Oct 10, 2020 11:51:55 GMT -5
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Jan 7, 2019 19:22:56 GMT -5
January 2019
zerolegia
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Post by zerolegia on Jan 7, 2019 20:03:34 GMT -5
So, after I watched the christmas update video, I was happy to see the many changes made to the combat system right from the jump. A better combat system can, in my opinion, make an overall better game. This is mostly due to more creative freedom with enemies and how they're dealt with. As I'm not too sure how far along the combat system has been made, I happened to wonder if we can make it even better!
SotN has allowed you to use two one handed weapons at once, but using both of them at the same time to combo or whatnot never really felt that great. With the introduction of these new animations and attacks, I wondered how it would behave if you used alternate button presses and use both weapons in the same situation. Games like Order of Ecclesia did this fairly well, though it lacked a fair bit of flair, or any aesthetic enhancements for using both. This could also be used to create new, special, "two-piece" weapons that become much more enhanced when you equip both pieces. In short, two weapon combos?
And of course, we can't leave out two-handed weapons, can we? I think I have a neat little idea for that too. If you've ever played Curse of Darkness, they used a two button system in a rather unique way. Depending on what number attack in the chain you used the secondary attack button for, you would use a unique attack that would end the attack chain. Like this for example.
Long Sword Combo - X X X X Hilt Jab - X O Sword Throw - X X O Somersault - X X X O
Of course it couldn't work exactly the same way, but it might work out if used exclusively for dual equip weapons or maybe even just special cases. (and that's only if animating it works out, not too much of a genius on spritework) This is, of course, just a big dream I would like to see. At the very least, adding a second type of attack to the alt attack button for two handed weapons would be a great change on it's own.
Thanks for reading my little fight ramble. I'm a sucker for a game that plays well and makes you feel good doing it. If anything I said is totally useless cuz I may have missed something, just leave me in shame, boys and girls.
Good luck, Devs!
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Mar 22, 2024 17:19:56 GMT -5
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Esco
.... nuff said!
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Jan 5, 2019 15:08:07 GMT -5
January 2019
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Post by Esco on Jan 19, 2019 16:39:35 GMT -5
Combos like this sound good in theory... but in reality, in a 2D platformer, they are fairly useless overall. It just takes too long to have to hit 2 attacks first to throw a sword, or 3 before getting to do a somersault. It slows down the pacing of the game like that as well. I had experimented with something like this at first, but I just couldn't find a way to make it as fun as I wanted it to be. I COD, I stuck to only a few weapons and then only 1 or 2 possible combos. The rest were just useless.
So instead I implemented a 2 button system where one button is for weak attacks and one is for strong ones. And the player has 2 weapon sets. With different sets and attacks having different properties. For example, one attack pops enemies up, one knocks them back, one can be used to approach while attacking, etc. I am basically setting it up so different attacks and weapon sets have different properties to balance them all out and make each attack and weapon set useful in its own unique way. WITHOUT over complexifying the system.
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