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TIGSource ForumsCommunityDevLogsCitizen Pain | First Person Action Prototype
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Author Topic: Citizen Pain | First Person Action Prototype  (Read 42786 times)
Ordnas
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« Reply #100 on: July 31, 2023, 09:15:16 AM »

Mainly it simplifies my implementation of the game to not include stats, that is why I don't include them. And anyway since I'm making an action and not an action-rpg I don't think I need them much.  Smiley

I agree with you, visually the kick would fit very well, but I'm sure it would give me headaches to balance the game mechanics, so for now it's not among the things I'm going to implement.

Hahah, fair enough on both counts! ^_^

And good work on the new enemies! I'm guessing that the Knight will have their own set of moves, different to those of the soldier or the skeleton?

Correct  Smiley
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« Reply #101 on: July 31, 2023, 09:15:55 AM »

I have included a new enemy, the Soldier Spearman. Compared to the normal Soldier, he has a spear that allows him to strike from a greater distance. He has 3 attacks: the Quick Jab, a Heavy Attack and a running attack.

In addition, I have started to implement another enemy, the Knight, but I am still in the early stages.

I have also added the Rolling Boulder in the Greybox map, moving it using a Sequence, and placed more enemies in the map.

I have fixed various various bugs, but I still need to fix some of them (also visible in the gameplay video).



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« Reply #102 on: August 01, 2023, 09:38:21 AM »

The Knight during the Thrust attack animation.

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« Reply #103 on: August 02, 2023, 08:50:55 AM »

Knight’s Heavy Attack. Compared to the Thrust Attack which has a 40% chance of performing the attack only from far distance, the Heavy Attack can be performed more often but only at close range.

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« Reply #104 on: August 04, 2023, 09:58:46 AM »

Close-up of the Knight during the Swing Combo attack.

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« Reply #105 on: August 06, 2023, 10:06:06 AM »

Added the other animations that were missing (like the hit stun). There is still a lot to do for the Knight, his moveset is more complex, as he is almost a mid-boss.

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« Reply #106 on: August 07, 2023, 02:22:18 AM »

I'm liking the work that I'm seeing on the various attacks, and that there's variety in both the attacks and their usage! That spearman in particular almost feels like a Dark Souls player-character! ^_^

Also: That knight's "big cat" helm is pretty cool. ^_^
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« Reply #107 on: August 08, 2023, 10:14:29 AM »

I'm liking the work that I'm seeing on the various attacks, and that there's variety in both the attacks and their usage! That spearman in particular almost feels like a Dark Souls player-character! ^_^

Also: That knight's "big cat" helm is pretty cool. ^_^

Thank you very much Thaumaturge for the continuous feedbacks  Grin The resemblance to something from Dark Souls is a nice compliment Smiley
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« Reply #108 on: August 08, 2023, 10:15:55 AM »

Launch animation after a frontstab, where the knight is thrown to the ground.

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« Reply #109 on: August 09, 2023, 09:21:46 AM »

I start implementing stunlock, when an enemy’s attacks causes you to temporarily be paralyzed, leaving you vulnerable to consecutive hits.

I add the Stunlock to the Player’s FrameData datatable (110 frames of stunlock, Dash can cancel it).

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« Reply #110 on: August 11, 2023, 07:57:41 AM »

Animation for the Stunlock, compared to the Parry I moved the shield more upward (than sideways) to emphasize the stun, and I will move the sword behind so that I emphasize that you can’t attack.

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« Reply #111 on: August 11, 2023, 07:59:14 AM »

Sounds like there are some cool interactions between the attacks and things to learn for the player!
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« Reply #112 on: August 14, 2023, 01:37:46 AM »

Thank you very much Thaumaturge for the continuous feedbacks  Grin The resemblance to something from Dark Souls is a nice compliment Smiley

It's my pleasure! ^_^

Launch animation after a frontstab, where the knight is thrown to the ground.



"No, it's okay, I wasn't sleeping! I'll be up in five minutes, okay?" Tongue

More seriously, knockdown effects like this can be pretty fun and rewarding, I think! I like its inclusion! ^_^

I start implementing stunlock, when an enemy’s attacks causes you to temporarily be paralyzed, leaving you vulnerable to consecutive hits.

Hmm... conversely, I'm not sure of how I feel about this one: Speaking for myself, I tend to find that effects that lock the player out of play for more than a moment tend to be more frustrating than fun. (Although effects that lock enemies out of play can be very fun! Evil)

But, I will defer to play-testing on this!
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« Reply #113 on: August 15, 2023, 01:04:59 PM »

Sounds like there are some cool interactions between the attacks and things to learn for the player!

Indeed!  Smiley

Thank you very much Thaumaturge for the continuous feedbacks  Grin The resemblance to something from Dark Souls is a nice compliment Smiley

It's my pleasure! ^_^

Launch animation after a frontstab, where the knight is thrown to the ground.



"No, it's okay, I wasn't sleeping! I'll be up in five minutes, okay?" Tongue

More seriously, knockdown effects like this can be pretty fun and rewarding, I think! I like its inclusion! ^_^

I start implementing stunlock, when an enemy’s attacks causes you to temporarily be paralyzed, leaving you vulnerable to consecutive hits.

Hmm... conversely, I'm not sure of how I feel about this one: Speaking for myself, I tend to find that effects that lock the player out of play for more than a moment tend to be more frustrating than fun. (Although effects that lock enemies out of play can be very fun! Evil)

But, I will defer to play-testing on this!

Yes, on many forums I was reading that many people hate the stunlock mechanics. In my opinion, as in all mechanics, the problem is that there are games that abuse stunlock. On the other hand, if you use it little but well, it's something that can improve the game.
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« Reply #114 on: August 15, 2023, 01:05:39 PM »

This past week I implemented the Stunlock: in particular cases (like when the player’s stamina is over), an enemy's attacks causes you to temporarily be paralyzed, leaving you vulnerable.
 
Stunlock time is about 2 minutes, but it can be canceled with a Dash (reducing the Stunlock by half a minute), so you can dodge some of the enemies' attacks at the last moment.

I put a slight camera shake and an animation where the sword and shield disappear on screen to emphasize the Stunlock.
In addition, I added a new enemy, the Silver Knight. It will be a kind of mid-level Boss, and there will be only one in the game.

It has 3 attacks: Heavy, Thrust and a Swing Combo attack. He often walks, but if the player gets too far away, he starts running.

It's not completed yet, I'm just finishing implementing a couple more features (like the ability to send you into Stunlock and the ability to heal himself when his life is low).



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« Reply #115 on: August 16, 2023, 10:57:28 AM »

Silver Knight animation for the Shield Bash attack, which breaks the player’s guard.

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« Reply #116 on: August 18, 2023, 10:47:49 AM »

ShieldBash attack.

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« Reply #117 on: August 21, 2023, 01:03:26 AM »

Yes, on many forums I was reading that many people hate the stunlock mechanics. In my opinion, as in all mechanics, the problem is that there are games that abuse stunlock. On the other hand, if you use it little but well, it's something that can improve the game.

Well, playtesting will tell one way or another!

Ironically, I actually just last week implemented a (very very short) "stun" of a sort in my own game!

Stunlock time is about 2 minutes, but it can be canceled with a Dash (reducing the Stunlock by half a minute), so you can dodge some of the enemies' attacks at the last moment.

Two minutes?! 0_0

I'm guessing that you mean two seconds? ^^; (This seems to be the case, looking at the video.)

Which... honestly still feels kinda long, intuitively--but again, we'll see what playtesting says!

So, can the player do anything other than dash while stunlocked? Can they attack at all? (It looks like they can move a bit, at least.)
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« Reply #118 on: August 22, 2023, 10:53:15 AM »

Yes, on many forums I was reading that many people hate the stunlock mechanics. In my opinion, as in all mechanics, the problem is that there are games that abuse stunlock. On the other hand, if you use it little but well, it's something that can improve the game.

Well, playtesting will tell one way or another!

Ironically, I actually just last week implemented a (very very short) "stun" of a sort in my own game!

Stunlock time is about 2 minutes, but it can be canceled with a Dash (reducing the Stunlock by half a minute), so you can dodge some of the enemies' attacks at the last moment.

Two minutes?! 0_0

I'm guessing that you mean two seconds? ^^; (This seems to be the case, looking at the video.)

Which... honestly still feels kinda long, intuitively--but again, we'll see what playtesting says!

So, can the player do anything other than dash while stunlocked? Can they attack at all? (It looks like they can move a bit, at least.)

Yes, 2 seconds, sorry haha  Grin the only thing you can do is to smashing the Dash button so you cancel the Stunlock recovery animation by 0,5 seconds earlier (so Stunlock lasts 1,5 seconds instead of 2 seconds).

You can safely dodge a Knight attack after a Shield Bash, since he will always do a Heavy Attack after that. His Heavy Attack lasts more than 1.5 seconds, so you can succesfully dodge it with a Dash. Whereas if you're in Stunlock for lack of Stamina, it's fair that the player get punished, because it's the player's fault.  Smiley
« Last Edit: August 23, 2023, 10:33:16 AM by Ordnas » Logged

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« Reply #119 on: August 22, 2023, 12:34:16 PM »

Implementing the Heal for the Knight: once injured, he will try to heal.

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