Game
2Volution WIP
10 years ago

Combat update 1


Combat gif

Edit: Apparently my images were generating too much traffic for dropbox, i’m uploading them to another host right now. Done, most of the links should be fixed.

I took a small break from working on 2Volution for 2 weeks and now I’m back on track.

This update will explain my plans for combat in 2Volution.

Weapon Types

I’m trying to create a huge variety of weapons and choices in combat styles so the player wouldn’t be limited to a few combat styles and a small set of weapon types.

I have a huge selection of weapons I want to implement and I had to rewrite the combat engine again to for it to work with all of them. Current weapon list:

  • Longbows, Shortbows, Slingshots, Claymores, Falchions, Shortswords

  • Longswords, Maces, Warhammers, Daggers, Boomerangs, Waraxes

  • Battleaxes and Rune Holder (which will be used to combine runes and cast them)

Weapons that I may leave out because they would require too much work right now, I may implement them in the future:

  • Halberds, Flails and Scythes

Controlling combat

Before the rewrite players attacked using one button, the player attacked with their weapons in turns but that was a terrible approach considering that I also want to add hybrid combat where the player can have weapons from different styles in both hands, a dagger and a bow for example, it would make no sense if the player would be forced to also use their melee weapon when they only wanted to shoot their enemy from far away. Because of that problem I changed the combat engine so the player would use one button for the left weapon and another for the right weapon.

Magic

Magic will be cast from Rune Holders in what the player can combine different spells from runes.

There will be no spellbooks as such nor a list of spells where the player could find combinations to create spells, all the spells will be found through experimenting with rune combinations.

Runes that the player can combine can be found all over the world and some will be extremely rare that can be used to create extremely powerful spells but every rune also has energy in it and when combined with other runes the sum of their energy can not exceed the rune holder’s energy limit or it may break or harm the player.

Archery

There will be 3 different types of archery weapons.

  • First type is a crossbow that can only shoot straight forward and can’t be used to aim at different enemies but it will be the most powerful archery weapon type.

  • Second type is a bow that can aim up and down but will not be as powerful as the crossbow.

  • Third and the final type consists of a larger variety of weapons such as boomerangs, throwing knives, throwing axes, etc. Weapons in this group will have an auto targeting system that will target the nearest enemies to the player but these weapons will be the weakest.

All of these groups will have sub-types of weapons such as longbows,shortbows,etc.

Melee

I did a lot of research and investigation on how other games do melee combat and how it works in real life.

Every weapon will have Its own speed, strength, accuracy and range so there will not be only good weapons and bad weapons, instead there will be a huge variety of weapons used for different purposes and combat styles.

Each weapon type will have different stats, a few examples:

  • Mace: small range, powerful, accurate and slow.

  • Battleaxe: small range,average strength, accurate and fairly fast.

  • Sword: medium range, average strength, mostly accurate and fairly fast.

  • Dagger: small range, weak, mostly accurate but very fast.

Abilities

Abilities will play a very important role in combat because they can be used to apply buffs on players, debuffs on enemies or cause harm to enemies. There will be 3 different types of abilities:

  • Buffs: Will be used to improve players stats or apply an effect that will positively affect the player such as faster health regeneration, speed increase, strength improvement, accuracy improvement, etc.

  • Debuffs: Will be used to decrease enemies stats or apply an effect to them which will negatively affect them such as weaken their stats, stun them, freeze them, etc.

  • Offensive: Will cause damage to the enemy by applying an effect to them that damages them or make the player do a combo of attacks or one more powerful attack with different effects.

Abilities will be found all over the game world and will also be dropped as loot.

Armour & Defence

Armours will be able to either defend you from different combat styles or give you combat improvements for a specific style or even do both. Boots will have extra features such as more speed or higher jumping.

Shields will also play a very important role in combat, they can protect you from melee and archery but will mostly fail against magic. Shield will also be able to stun the enemy or cause other similar effects when used at the right time.

Screenshots

WIP Archery

Ability cooldown

Older screenshot of melee combat

Arrow rain

WIP Dungeon Generation

If you have any suggestions or any kind of feedback feel free to share it! :)



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