A system for a combat focused 2d platformer, called Virtual-Reality Energy Mass Yield Allocation system, or VREMYA for short.
-# thats TIME in russian
This system acts as an energy bar that slowly refills passively as well as quickly on successful attacks on your enemies. The player can use this VREMYA energy (second time using that name it feels cringe already) to use unique abilities.
#Planning Mechanics 3
75 messages · Page 1 of 1 (latest)
Your post will be graded soon!
Please be patient; your post should be graded shortly. You can do other exercises in the meantime.
If your post isn't graded after some time, feel free to ping an Exercise Grader.
-
- Time stop. This rapidly uses energy when activated, draining the whole bar in only 3-5 seconds, but while activated will completely stop all enemies and their projectiles in place. You can also cancel time stop before it uses all of your energy, to for example split one time stop into many seperate ones for easier dodging, or using other abilities.
-
- Time flash. This uses 50% of your energy to activate, but when you do, it will flash the player for a short amount of time, and any projectile or enemy that hits the player during that time will be set back in time a few seconds, as well as taking considerable damage. Using this mechanic and missing (not flashing any attacks) uses all of your energy, but successfully redirecting will refill 25% of it back, to punish the player for using it recklessly yet to prevent spam if used successfully, still forcing the player to regain 25% of the bar through other means.
-
- Accelerated barrage. This will use 25%-50% of your energy bar, to unleash a series of attacks on your enemy. the player is still in place during this ability, to punish the player for using it recklessly if they get hit during the animation. your hits during this ability do still refill your energy bar (rate reduced though), allowing the player to potentially get a portion of what they used back, to reward using it successfully.
-
- Double jump (couldnt think of a cool name). Uses 10-20% of the player's energy bar, allowing the player to jump again in the air. This would allow the player to better navigate close quarters fights, with more mobility, as well as being used in platforming.
The central idea of this system is timestop and time control, as well as the VREMYA energy bar.
This system creates opportunities for unique fights that reward the player for using certain abilities (e.g. an attack thats too fast to dodge normally, requiring you to use time stop, or attack that launches many projectiles at once, rewarding the use of time flash with high amounts of damage). this system would also create many different playstyles for different players, like mainly using time stop to dodge attacks, using time flash to continue doing damage up close, using time barrage to defeat enemies before they get the chance to fight back, or any combination of those.
These mechanics work together to allow the player to use strategies on how best manage their energy, when its best to wait and keep it and when its better to use it all. this system also rewards the player for fighting the enemies up close by making the energy bar rise extremely fast, to then allow the player ways to dodge or escape enemy attacks using gained energy. this system also discourages being passive or waiting out enemies, as the passive energy regeneration is slow and will force the player to engage if they want their primary movement and combat options back.
This system would create a fast paced in-depth combat system, allow the player to craft their own playstyle, and make the player think and use strategy on how to best utilize the VREMYA system
i lowkey locked in for this one
took me like at least an hour of brainstorming
values are approximate since i cant playtest this
names are placeholders since im unoriginal im sorry
@cunning arch
its ok i can wait
holy shit i just realized i typed 3483 characters
what the fuck
how did i do that
604 words
really fun exercise btw
had a lot of fun with it
how short do you think time flash will be
will it be like a quick thing like an extended mio parry
or will it be like a “period” or “buff” that expires soon like flintslate or smth
@vernal hamlet
"Planning Mechanics 3" complete!
+1277 points (+677 from your streak).
i think a lot of the balancing is in the values
prioritizing damage sacrifices safety and prioritizing safety sacrifices damage
yeah all of the values are just random
while double jumping, a core mechanic, means that you’ll ALWAYS be interacting with this system on a minor scale
which means i absolutely love it
time stop is a bit op tho
maybe
i dont think it plays well into this
but if you use it for 3 seconds you cant like do much damage afterwards
oh did i not mention that my idea was that you cant damage during time stop
oh
yeah that was a thing to balance
well i like that less :(
ig i forgot
using time stop offensively was cool
i think it should be like
maybe 5+ seconds but renders your vremya bar useless for 5 seconds
something like that
hm
combined with this too
so like you cant cancel it early?
idk
or you can but still useless for 5 seconds?
maybe you can, and it’ll be useless for less time
maybe just make it useless for the same amount of time you used it
i think it should be useless for the time that you used it for
yeah
so a quick dodge is a second but a full on 5 seconds is a commitment
enemies would have to be balanced pretty well with this
i dont tjink making time flash forced a lot is a good idea
but also making it be required too little is also bad
idk i think it works in theory but in practice stuff may change
i love it tho
this exercise is all theory
i have not even the slightest clue on how to even begin making this in practice
in gd or in an actual game engine
yea
but the first half to making mechanics is ALL theory