#Planning a Combat System

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shell hedge
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My combat system is more platforming focused, since, by the end of the day gd is a platforming game and its role is to make platforming much more intresting.
the central mechanic is charging up your power which afterwards gives you a boost on the direction you are moving, if you stay still, it will bounce you up.
its a good central mechanic since its original and complements platforming in a really under explored way.
the player attacks with different weapons, each with different abilities, ones charge quicker, others launch you further, others deal more damage... but all have a magical theme in common

gray mantle
# shell hedge My combat system is more platforming focused, since, by the end of the day gd is...

This feels fundamentally contradictory.

Your combat system is focused around platforming, with a goal of making it "more interesting". However, the main mechanic is effectively just a charged dash. Charging the dash implies that it'll take time to charge, which slows down the gameplay, limits the mechanic's usefulness, and makes it less usable as a combat mechanic.

The originality of this mechanic is also debatable. It's essentially a more limited version of the Charge ability in Ori and the Will of the Wisps. Furthermore, originality does not make a mechanic good.

While your central mechanic revolves around charging energy to then boost in a direction, the combat seems completely unrelated to it. I would expect that the player deals damage by dashing into enemies, but instead you use "different weapons" to attack instead. If this is meant to be part of another mechanic, it is not explained well at all.

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-needswork 1379552487840944228 planning a combat system