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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 04:40:15 PM

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141  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: July 03, 2023, 10:25:39 AM
Mainly the backstab is to be used during combat, but there will be times that you can get around enemies from behind and hit them (though there won't be many).  Smiley

Ahh, I think that I see--it's a backstab of that sort that Dark Souls has, is that correct?

That is, that it's less a matter of approaching unobserved or planning ahead, but rather of the skill of manoeuvring around the enemy during combat to get into position behind them?

If so, then that's cool too, I do feel! ^_^

Also, good work on the feature thus far, it seems! ^_^

Exactly, it's the backstab of Dark Souls  Grin
142  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: July 01, 2023, 08:52:01 AM
Tweaked the camera shake and decreased the FOV a bit during animation.

143  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 29, 2023, 08:55:06 AM
Added hit backstab animation for the enemy as well.

144  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 29, 2023, 08:53:03 AM
Backstabbing sounds interesting, looking forward to see it in action and which decision you make regarding the system.

I will make a video about it this weekend  Grin
145  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 27, 2023, 09:02:43 AM
For now I’ve put an animation for the backstab, it’s temporary but for now it may be okay.

146  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 26, 2023, 09:31:26 AM
Backstabbing logic implemented, including enemy damage. Need to finish other things, including animations and enemy throwing.

147  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 26, 2023, 09:29:27 AM
I started implementing the backstab mechanic, to be triggered when the player is +/- 60 degrees behind the enemy.

Ooh, that can be fun! It's a mechanic that I feel nicely rewards skill! (Be that skill sneakiness or planning ahead, or something else.) ^_^

Mainly the backstab is to be used during combat, but there will be times that you can get around enemies from behind and hit them (though there won't be many).  Smiley
148  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 25, 2023, 10:41:47 AM
I started implementing the backstab mechanic, to be triggered when the player is +/- 60 degrees behind the enemy.

149  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 24, 2023, 09:44:11 AM
That new "strong attack" does look good! ^_^

For some frames I lengthen the weapon during the strong attack in order to reach farther range.

Ah, combat with the long-longsword. ;P

Yes, I agree that it can create fun situations. I'm a little worried that it can be exploited too easily in the game. Also if I enable the friendly fire I have to enable friendly attacks as well to be consistent, and that would be a problem.

I do hear you! Well, you know your game better than do I, and so I leave it to you! ^_^

Toward the end of development I will include a playtest with some friends, among other things I will also figure out whether friendly fire makes sense or not.  Grin
150  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 11, 2023, 08:53:59 AM
This week I devoted it completely to gameplay. I introduced a visible health bar above enemies, with a second yellow bar to indicate the damage of the last attack.

Also, I added a strong attack, which, besides being an attack with a higher range, does much more damage.
I need to finish tweaking the attack, as it's too safe for me, since you can charge the attack from a distance with a nice range. Probably the charge of the attack will happen during a small dash forward, so that it is more unsafe to use it.

Also, I made several tweaks to the enemy balance, changing the health of enemies so that the Strong Attack damage has a significant impact, and reduced the hitbox of some weapons since enemies tended to hit you a little too much from a distance.



151  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 09, 2023, 08:41:34 AM
The strong attack does twice as much damage as the light attack, but it also consumes more stamina.


152  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 09, 2023, 08:40:15 AM
Stab them with the pointy end Wink

Arya Stark style  Grin

153  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 08, 2023, 08:41:51 AM
For some frames I lengthen the weapon during the strong attack in order to reach farther range.

154  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 07, 2023, 09:46:14 AM
I am implementing the Strong Attack. I did a lot of level design in my game that I forgot how much data I need to take into account for frame data.

155  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 06, 2023, 10:31:07 AM
Ah, healthbars are much appreciated! Not only do they indicate how much damage is being done, but I feel that they can give a sense of effectiveness against tougher enemies, where their ability to soak up damage may otherwise leave the player feeling their attacks ineffectual...

Thank you! For now I've removed friendly fire because it seems a bit unbalanced if it could also hit enemies, from a dangerous attack it would become an advantageous attack a bit too often in a crowd. But I'll keep that in mind because I'm not really sure how to handle it.

I do see your hesitation, I daresay!

Hmm... I have two thoughts there, if I may:

First is in favour: For the player, being able to manipulate enemies into hurting their own can be fun! Plus, it still likely comes with some risk to balance the reward, I imagine, whether in baiting target enemies or drawing bomb-fire.

And second is in mitigation: If too much friendly-fire damage is being done, then might be worth looking into designing the enemy AI such that they prefer to not throw bombs when there are too many of their own around.

Your sense of humor is quite explosive!  Grin

Are you saying that it's...

Da bomb? >;P

Yes, I agree that it can create fun situations. I'm a little worried that it can be exploited too easily in the game. Also if I enable the friendly fire I have to enable friendly attacks as well to be consistent, and that would be a problem.
156  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: June 01, 2023, 12:36:56 PM
Added support for showing multiple health bar, 3d widgets above each enemy.

157  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 31, 2023, 10:39:17 AM
I added a health bar above the enemies, to show how much damage you do to them and how much health they still have left.

158  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 30, 2023, 09:03:09 AM
Very impressive! Not my kind of game to play but the devlog is a lot of fun to read/watch. You were good at this stuff already when I saw your posts a couple of years ago but you seem to have improved even more Smiley Are the enemies not using their shields to block yet?

Thank you so much for the kind words, I really appreciate it!  Grin I'm glad the Devlog is enjoyable to read. Enemies still don't block, although the implementation is there, it's just that I have to figure out when they can blockso as not to unbalance the difficulty too much.
159  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 29, 2023, 10:48:19 AM
The new enemies look to be a solid addition, and the firebombs a nice bit of variety in the gameplay! (Plus the firebombs have a neat explosion effect!) ^_^

I am a little sad that the firebombs don't seem to have friendly fire, however--having enemies inadvertently hurt each other tends to be quite fun!

Still, I imagine that these bombs will make for some...

[beat]

Explosive encounters. >;P

Thank you! For now I've removed friendly fire because it seems a bit unbalanced if it could also hit enemies, from a dangerous attack it would become an advantageous attack a bit too often in a crowd. But I'll keep that in mind because I'm not really sure how to handle it.

Still, I imagine that these bombs will make for some...

[beat]

Explosive encounters. >;P

Your sense of humor is quite explosive!  Grin
160  Community / DevLogs / Re: Citizen Pain | First Person Action Prototype on: May 27, 2023, 08:35:32 AM
This week I implemented a new enemy, the Soldier Swordsman. These enemies have much more health than the normal enemies. They have a chance to throw a Firebomb, which creates an area damage.

At the moment their attacks consist of two slow horizontal swings, and a side step where they can block player attacks (not implemented for now).

In addition, I created other destructibles such as chairs and tables, and placed them in the greybox level together with the Soldier Swordsman.



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