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13 hours ago

With the addition of Assists, the Combat system is finally complete.


Good Evening, Ladies and Gentlemen. After 6 months of development, the combat system is finally complete with the implementation of Assists to the game.

Assists are basically are actions you can ask your companion to do at anytime, and they will try to perform the action at the chance they get. These actions costs the Companion's Morale or Life to perform, and they're put on a cooldown after calling for it.

The player's companion has to be AI Controlled; Due to the nature of the game's genre, as well as the series it's apart of. However, I am aware that it adds a level on unpredictability doesn't really have a place in a game of this. Even when playing around your companion's behavior, and protecting them when they are in danger is an intended part of the experience.

Assists are there to remedy this issue by providing the player with some level of control. They're not to be used recklessly though, as they'll often put your companion in a bad spot more often than not without careful consideration.

Anyway, what you're seeing might just be the closest to what combat willbe like in the final game. It's kind of surreal to watch, to be honest. To witness an idea that had been stuck in you head for the longest time,finally coming into fruition.

Like, everything is just lining up. Errand Run crawled so Skirmish could walk, and Skirmish walked so Remedy could run. After some testing and tweaks, Mary and Erwin is capable of handling four

Servants at once. (Albeit, it very difficult.) This tells me a lot as it clearly draws a clear line when it gets too hard. Obviously, in the final game, the encounters are not going to be as hard as what you see here.

That should be everything I want to talk about. There are still a lot of things I have to do before the game finally comes out of pre-alpha. With that, I'll see you guys later.



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