Citizen Ache | First Particular person Motion Prototype

Citizen Ache | First Particular person Motion Prototype

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Ordnas


I began the implementation of the boss battle, aspiring to problem the participant as a remaining take a look at to make sure mastery of the sport mechanics.

The boss character is designed to be imposing, emphasizing its energy via excessive well being and highly effective, long-range assaults.

Boss assaults:

• Spear Sweep: The boss performs a sweeping assault with its spear when the participant is in entrance, protecting a considerably massive space.
• Spear Stab: Executed when the participant is at a distance, this highly effective assault has an prolonged focusing on period, requiring the participant to dodge on the final second for profitable evasion.
• Spear Throw Assault: When the participant strikes out of attain, the boss resorts to throwing its spear towards the participant.
• Again Bounce: This transfer is executed when the participant stands behind the boss, including a shock component to the battle.
• Protect Slam Assault: The boss raises its defend and slams it on the bottom, inflicting Space of Impact (AoE) harm. This transfer is carried out when the participant is close to the boss.

I’ll briefly halt the event of the boss battle to return to it later, I must give attention to participant mechanics and prototype some new gameplay components.


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Ordnas


Since final month, I’ve begun implementing new gameplay mechanics:

Therapeutic Mechanic:
  – I’ve launched the usage of therapeutic, which restores roughly 1/3 of the participant’s well being.
  – An UI indicator shows the variety of therapeutic potions accessible (beginning with 3).
  – There is a startup animation earlier than the therapeutic takes impact.
  – As soon as potions are depleted, gamers can recharge them by executing a backstab or frontstab on an enemy.

Enemy Stagger Mechanic:
  – Enemies can go right into a stagger state earlier than dying.
  – Attacking a staggered enemy routinely triggers a frontstab (or a backstab), helpful for recharging potions.
  – The chance of inflicting an enemy to stagger is low (round 10%).
  – Enemies stay staggered for just a few seconds, and if not attacked throughout this time, they recuperate. This could add complexity to frontstab makes an attempt when dealing with a number of enemies concurrently.
  – Upgrades will  provide the possibility to extend the chance of inflicting an enemy to stagger.

Backstab and Frontstab Situations:
  – Backstab and frontstab strikes are executable solely when the enemy’s well being is under 50%.
  – An icon seems subsequent to the enemy’s well being bar to point its vulnerability to backstabbing.
  – This mechanic goals to mitigate the exploit of circling round an enemy and eliminating it with a single blow, encouraging extra face-to-face fight.

Invisibility Cloak:
  – I’ve carried out the Invisibility Cloak, rendering the participant invisible to enemies.
  – The cloak is eliminated after 10 seconds, upon attacking an enemy, or sustaining harm.
  – The cloak will be recharged by killing enemies.
  – This mechanic presents the chance to stealthily assault and get rid of enemies or skip an space (in case an enemy is just too sturdy).

There are nonetheless extra mechanics I plan to implement, together with Possession (already in progress), the place the participant can management possessed enemies and use their assaults towards different foes. I hope to showcase updates on these new mechanics quickly.


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