Hi all,
Spent longer on this than I originally planned! In between kid management and new baby activities managed to build a prototype ... which then turned into some worked up game art. Just really wanted to see how the game loop feels. I then ended up plugging this into Chapter 1 and 2 along with the new narrative engine that I'd built a few months ago.
I'm discovering that these combat elements work quite well as flow throttles - and can also be weaved into problem solving, i.e. the enemy is powered up and you could grind - but run the risk of defeat, or find the most effective item and use it as a weapon to deal more damage.
All items that you pick up have stats associated which affects the damage outcome.
The new narrative engine allows for multi-path narration and multiple choice selections
And here's the combat scene. The camera fades into this new scene that presents you against the enemy. As a player you can select an items from your inventory. Once selected the input 'pulse' bar is displayed showing the two target hit points you need to aim for. If you land both then you carry out the attack action, if not then it registers a miss.
With your turn completed, you then have to
defend. Again, the pulse bar is displayed with one target hit point shown. If you land this target then you are successful in your defence, if you miss then the enemy plays out their attack animation and deals a blow.
A terrible gif showing the pulse bar and a final hit!