You can check out a rough combat demo on Flash now. Note that the Flash version can run a little sluggish compared to the version for desktop/Ouya, especially if you're on a laptop. WASD to move, L to attack, K to swap weapons, and hold Shift while moving to run.
One interesting design issue that I grappled with early on was how to "sell" hits - how to make it look and feel like there was a significant impact when you hit your opponent instead of just swinging your weapon around the enemy. The answer is that the impact of a blow is really the sum of a lot of little things that you might miss. Take a look at the demo and you'll see my solution so far:
- The attacker and target freeze for a split second when the weapon connects - longer for big hits
- The target flashes red briefly
- There's a "hurt" animation - not too long, but long enough that you can set up combos
- The target is knocked back slightly, or knocked to the ground for running attacks or the final hit of a combo
- Progressive injuries are shown as HP is lost
- Damage numbers start big and quickly shrink down to normal size; their size is proportional to damage, normalized by how much HP the enemy has
It's a problem that can always be tweaked a little more, so I'll probably keep going - by adding some subtle particle effects, for example.
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