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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: July 03, 2023, 10:25:39 AM
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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).  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 
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147
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: June 26, 2023, 09:29:27 AM
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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). 
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149
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: June 24, 2023, 09:44:11 AM
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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. 
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: June 11, 2023, 08:53:59 AM
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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.
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: June 06, 2023, 10:31:07 AM
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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!  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.
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 30, 2023, 09:03:09 AM
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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  Are the enemies not using their shields to block yet? Thank you so much for the kind words, I really appreciate it!  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.
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 29, 2023, 10:48:19 AM
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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! 
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Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
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on: May 27, 2023, 08:35:32 AM
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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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