Game
Mechonomics

7 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)

5d09129cb3364.gif

Headshots doing 3x damage

5d09129f7f738.gif

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.

5d0912a04980b.gif

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.



0 comments

Loading...

Next up

New Content coming soon: Rope Climbing, Moving Platforms, Army Crawling!

Mechonomics demo is finally available please check it out!

The actual namesake of the game, the mech, is almost finished. Soon I will begin building the demo and then you too can join in on the shredding.

haha seagull go BRRRT

Did you know that today is #InternationalJazzDay? 🎷😎

No? 😯 Well, we couldn't pass up this date!

And what better to celebrate this day than #Pecaminosa #OST? 🎷

Let us know what you think about it and have a great weekend!

Successful landing

#screenshotsaturday

Have a good Boi

Today I was setting up the location of the first boss. His name is "Father" and he is the first of the Patagonians. His task is to guard the road to the House.🛡🗡 Bookmark pre-launch page🔖🔖🔖

https://www.kickstarter.com/projects/rdvindiegame/the-patagonian…

What do you think guys in my robot?Just a beginner in 3d modeling..

My instagram https://www.instagram.com/rojhonbb/

A Shiny Mega Gengar 🌟 For @ManutkArt 's #ThreeColorsChallenge!