somn
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« Reply #100 on: November 21, 2014, 05:25:30 PM » |
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UPDATE - ENDURANCE In Death's Gambit, management of your green "endurance" meter is key to surviving enemy encounters. Attacking, blocking, and dodging all take up endurance. We want our combat to feel fair, but also require a lot of moment to moment decision making:- Dodging takes up the most endurance.
- Blocking takes up endurance equivalent to how much damage the attack would deal.
- While blocking, if an attack consumes more endurance than you have left, you take the remaining damage and are momentarily stunned.
- You can increase the amount of endurance you have via gear and leveling up.
- The endurance meter takes about half a second to regenerate. If you recently dodge-roll, it takes 1.5 seconds.
- If you have more than 1 endurance, you can block/dodge/attack and it will consume endurance back to 0.
- Jumps take a small amount of endurance, but you can still jump even at 0 endurance.
This is all subject to change, but we feel this system allows for very interesting combat. So far it seems that putting the player in situations where he can't escape lead to the most rewarding combat scenarios. Kiting bosses or enemies probably won't be a particularly viable strategy in Death's Gambit.
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« Last Edit: December 20, 2014, 05:31:41 PM by somn »
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Dr. LudoS
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« Reply #101 on: November 21, 2014, 05:50:03 PM » |
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This enemy knight looks amazing, I especially love the sword slash anim!
The endurance bar seems nice in your description and screenshot, but isn't the idea of limiting the player capacity to move (dodging/jumping) a bit frustrating in a game where the avatar seems to be able to move so smoothly?
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somn
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« Reply #102 on: November 22, 2014, 02:17:40 PM » |
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This enemy knight looks amazing, I especially love the sword slash anim!
The endurance bar seems nice in your description and screenshot, but isn't the idea of limiting the player capacity to move (dodging/jumping) a bit frustrating in a game where the avatar seems to be able to move so smoothly?
Very true and this design is not final. If we see that testers complain about it feeling restrictive then we will definitely change it/remove it. Dodging and blocking need some restrictions though else the game becomes very simple and mindless. Currently attacking feels the most restrictive and players sometimes forget to look at their endurance bar while attacking which is not good.
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somn
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« Reply #103 on: December 20, 2014, 05:47:24 PM » |
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Happy holidays everyone! Friend of ours drew this up real quick. UPDATE - HEALING Last week we posted our healing animation on twitter and felt it was important to post it here. In Death's Gambit you have a set amount of healing items that are regenerated at save points. You start with a few maximum uses and gain more later on.
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somn
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« Reply #104 on: January 14, 2015, 05:05:33 PM » |
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« Last Edit: February 01, 2015, 03:52:47 PM by somn »
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Christian
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« Reply #105 on: January 14, 2015, 07:08:00 PM » |
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Usually when I see devs say "big news", it means they found a publisher. I'll ask anyway: do you still have plans for a Kickstarter? I remember you mentioned that was a possibility last year
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Fenrir
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« Reply #106 on: January 15, 2015, 12:29:17 AM » |
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Yep publisher or kickstarter, but I vote for the publisher!
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somn
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« Reply #107 on: January 16, 2015, 07:14:15 PM » |
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Usually when I see devs say "big news", it means they found a publisher. I'll ask anyway: do you still have plans for a Kickstarter? I remember you mentioned that was a possibility last year
I like to think we have bigger news than that. Kickstarter may still happen.
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xfry
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« Reply #108 on: January 16, 2015, 07:16:34 PM » |
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This game look incredible
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Success is not the end of your goals ... Be the beginning of your triumph
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bdsowers
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« Reply #109 on: January 16, 2015, 07:21:11 PM » |
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This looks like it has the combat system I wished Symphony of the Night would have.
Also: <3 <3 <3
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PRDXCL
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« Reply #110 on: January 17, 2015, 02:10:17 AM » |
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LOOKS SICK
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somn
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« Reply #111 on: January 18, 2015, 07:49:20 PM » |
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Woohoo thanks guys =D , very motivating whenever I see positive comments. This looks like it has the combat system I wished Symphony of the Night would have.
Castlevania is definitely an influence. The combat has been evolving to something more Dark Souls-esque. Last thing we have been working on is a new "heavy-weapon" style. Initially we had light/heavy attacks depending on the melee weapon. So you could potentially have two heavy melee attacks or two light attacks. This would makes combing move-sets between two different weapons possible. Now we are thinking of giving all weapons a heavy attack on top of the ability to switch between weapons on the fly.
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« Last Edit: January 18, 2015, 08:10:07 PM by somn »
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marcgfx
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« Reply #112 on: January 18, 2015, 10:58:58 PM » |
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I like the endurance idea, pretty sure you can make some interesting challenges with that. but as you mentioned it can be confusing for players: maybe the actions could get weeker when endurance is very low? or generally have the endurance influence the speed/power of an action. e.g. low endurance, only a weak hit can be made.
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somn
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« Reply #113 on: January 19, 2015, 12:52:11 PM » |
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I like the endurance idea, pretty sure you can make some interesting challenges with that. but as you mentioned it can be confusing for players: maybe the actions could get weeker when endurance is very low? or generally have the endurance influence the speed/power of an action. e.g. low endurance, only a weak hit can be made.
That's a very unique idea which I hadn't thought of. Though it seems like gauging the time when you should attack could get very confusing. Currently if you run out of stamina due to an enemy attack while you are blocking then you get "staggered" which does punish you for using up a lot of endurance.
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somn
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« Reply #114 on: January 28, 2015, 03:24:20 PM » |
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The Hallowed Knights of Anguis are doomed to guard the abandoned city for all eternity. The Aldwynn level is our first full vertical slice and we wanted to have a lot of very different types of enemies so that we can see what works and what doesn't. This does not represent all of the enemies in the Aldwynn level.
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somn
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« Reply #115 on: February 01, 2015, 03:58:36 PM » |
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UPDATE - TRAILER COMING SOON!
Here is a quick teaser of the trailer coming this month!
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autumnspark
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« Reply #116 on: February 01, 2015, 04:39:45 PM » |
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Monster bondage? Hell yes. The skeleton there definitely gives the environment an interesting vibe, maybe akin to "What in the royal fuck is going on down here?"
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ryansumo
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« Reply #117 on: February 02, 2015, 05:01:39 AM » |
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Apologies if this has been discussed before, but I find it a little odd that the main character seems a lot stiffer than the enemies. Like when he's standing still he looks like a straight line whereas even the enemies' idle poses are a lot more fluid and dynamic. What gives?
Otherwise it looks beautiful!
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somn
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« Reply #118 on: February 03, 2015, 03:53:09 PM » |
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Apologies if this has been discussed before, but I find it a little odd that the main character seems a lot stiffer than the enemies. Like when he's standing still he looks like a straight line whereas even the enemies' idle poses are a lot more fluid and dynamic. What gives?
Otherwise it looks beautiful!
Thanks for the feedback! Relayed this to the rest of the team. Yes we totally agree >_<. It's been quite the struggle getting the main character stuff right. It will be improving for sure.
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TheChaoticGood
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« Reply #119 on: February 03, 2015, 10:11:36 PM » |
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But can I play this game with my power glove?
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