Game
Mechonomics

5 years ago

Big Update! [v 0.1.5]
Health and Combat Overhaul, NPCs, Ropes, and Moving Platforms!


New demo has the same sample levels as before, but all the following changes are present:

Health and Combat Rework


In it’s prior form, the combat felt too static in the last demo. Your outcome in combat was determined almost entirely by how much damage one could bullet-sponge followed by how much health one could get from random drops. This new combat system will hopefully foster more daring encounters and encourage players to take more risk. Here’s how it works:

-Enemies no longer drop random health pickups
-Armor has been removed from the game
-The player’s base health has been reduced from 200 to 100.
-The basic enemy has had a buff from 50 health to 80.
-You can now head-shot enemies for 3x the damage
-There is a score and combo system that will reward you with points for kills, head-shots, dodges and environmental kills.
-Some of these actions will reward you with “reward health” represented by a green bar underneath the health bar. (Not all, for ex a basic kill will not reward health)
-When your combo times out, your reward health will be depleted and added directly to your main health.
-You can knockdown enemies if you get behind them and melee them while they’re not looking at you (temporarily stuns)

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Headshots doing 3x damage

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Health recovery after a combo resolves

NPCs


-NPCs with a dialogue system.
-I made a system I can use for giving NPCs a complex set of actions including most everything the player can do and more.

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NPC with dialogue

Bug Fixes/ Random Changes


-Fixed crowbars having the godly power of resurrection. (RIP Freeman)
-Removed fuel requirement from mechs.
-Fixed pistol and shotgun ammo sprite placement.
-Sliding is smoother and easier to control.
-Enemies take longer to acquire their targets now, making dodges a little easier to preform.
-Numbers 1 and 2 on the keyboard can now be used to switch weapons along with the scroll wheel.
-Fixed an issue where landing on an angle and pressing either direction key resulted in the falling sprite not being replaced with the running sprite.
-Enemies now aim at crawling players.
-Replaced the word choice “Clip Size” with “Capacity” to be more accurate.



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