Game
Fenerix - The knight
11 years ago

Developing combo-systems


Fenerix - The knight’s gameplay will mostly be focused on the weapon system.

5d0c2e0ed791a.gif

So far there are multiple weapons, each one with its own combo-system, so you will probably find out sooner or later that you’ll prefer one weapon over the others because of their attacks, although, how will this work for this kind of game?

Keeping in mind that it’ll be fast-paced, so having something like “Double down + Action”/”Down, Forward, Action” would be quite inbenefitial because one wants to perform the movements as fast as possible, perhaps, in order to perform combos, it won’t require that kind of input, but instead, timing and some small practice with a weapon’s combo system:

All the combos will start with one single key, and it will depend on the direction held which will determine what combo it’ll do, kind of like:

(Assuming that “X” is the action key)

  • X, X, X, X, X = Standard Combo

  • X, Forward + X, X, X = Different Combo

  • X, X, X, Up + X, X, X = Another Combo

And so on.

Most of the Standard Combos are finished by now, so now developing the anternative combos for the weapons.

The purpose of having different combos, is that some of them can be looped or continued with something else, because using the Standard Combo will leave the player on a vulnerable state for a short moment, that moment is surprisingly short! However, long enough for an enemy to make its move, so you want to avoid getting to those “vulnerable” states.

**Standard Combo **(Including the small vulnerable state)

5d0c2e1274ef3.gif

Looped Zone Combo

5d0c2e167c83b.gif

Want to find out more about this project? WHY NOT FOLLOW IT?

(We’ll share cake… if there’s any left)



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