inherit
1711
0
Aug 1, 2019 16:08:29 GMT -6
32
yulia11
155
Sept 5, 2016 21:46:04 GMT -6
September 2016
yulia11
|
Post by yulia11 on Mar 23, 2017 15:49:14 GMT -6
Different skills for different properties, which you can separate weapons and actions.
With sword you can slash, but if it's sharp tipped you can also thrust which has a longer reach but has thin hitbox (also less recoil).
Great sword can only stab with has good hitbox but slower than swinging.
With dagger you can throw but only only certain ones will return automatically and some are one time uses (which some end gear let you spam).
With whip you get extra damage when just hitting with the tip, and you can combo with a dagger or punching after latch onto objects. Then swinging it in circles.
With axe you can throw them in typical Igavania style or Straight forward, and then you can just slash with them.
With some spells you can place them as traps or in a shotgun like manner. Certain projectile can also vary between bouncing, unaffected by gravity, explosive or not, etc. Or use them as enchantment.
With summon you can enhance their behaviour as guards, stay where you summon and other uses.
|
|
zoned87
Ancient Legion
boo
Posts: 423
inherit
110
0
Oct 18, 2021 1:41:50 GMT -6
286
zoned87
boo
423
Jun 13, 2015 10:02:47 GMT -6
June 2015
zoned87
|
Post by zoned87 on Mar 24, 2017 4:58:02 GMT -6
I am hoping there are elemental swords like fire, ice, electric that have different effects... I always liked playing with special swords.
|
|
Astaroth
Fifty Storms
What a wonderful night to have a curse...
Posts: 1,213
inherit
57
0
Jan 4, 2022 11:47:39 GMT -6
1,368
Astaroth
What a wonderful night to have a curse...
1,213
Jun 10, 2015 20:22:05 GMT -6
June 2015
astaroth
|
Post by Astaroth on Mar 24, 2017 13:15:26 GMT -6
im sure therell be weapons within a category that have differing properties similar to the estoc being a 2h weapon but using a thrust instead of an overhead swing, do be aware though every weapon added that doesnt piggyback off an existing animation (many of your trap/item effects could use a 'throw' animation) means time and money do have to be put into making said animation, on top of the time needed to build the weapon model, animate its effects, program in the hitbox and stats, and then decide where to put it in the castle to balance it out with the intended progression of the game
the controlling summons and whips grabbing/moving objects ideas i would say are interesting, but those are actually more a full gameplay mechanic that opens up a host of questions on balance (why use anything else if i can fling the scenery), progression (what happens if this mechanic is needed but i sold all my whips), level design (using collision and whip physics to catapult yourself through walls and doors early. this one is a huge double edged sword, its a boon to speedrunners doing runs that allow glitches and oob, but at the same time you dont want it to be a glitch that causes the game to crash or be so easy to happen that people are running into red dead wagon moments during normal gameplay), some enemy design (like a boss where you can pull armor off in pieces and then either discard the armor where the boss cant reach to lower its def or throw its armor back at it for high damage but at the expense of it rearmoring itself), object collision and physics (see red dead wagons), and puzzle solving (using the whip to place scenery to get to high places or reach switches) that likely would be better served by being a core mechanic with its own mode or even its own game
|
|
Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,901
inherit
Silver in the Dark
1757
0
Jan 8, 2023 17:49:49 GMT -6
1,280
Enkeria
Amzeer - Aurora of Rebirth
1,901
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
|
Post by Enkeria on Mar 24, 2017 13:32:57 GMT -6
The attack type I am most keen on seeing (again) is that unlimited charge from one point to another as long as there is no environmental objects in the way That was awesome and fast to get around in Aria of Sorrow.
|
|
inherit
1711
0
Aug 1, 2019 16:08:29 GMT -6
32
yulia11
155
Sept 5, 2016 21:46:04 GMT -6
September 2016
yulia11
|
Post by yulia11 on Mar 26, 2017 9:56:23 GMT -6
So you kind of a skill tree which unlocks alternative attacks. Sword: Standard Swing. Slash damage. Alternative 1 Thrust. Pierce damage. Longer reach, shorter animation, and higher critical chance and debuff. But not great for smaller enemies. Further leveling allowing higher or lower angle while pressing up or down. Alternative 2 knock with hilt. Low blunt damage. Dagger: Standard Thrust. Shorter and faster than swords. Pierce damage Alternative 1 stab (promote to attack). Close up and better in every way and always land, but also more vulnerable to counter and behind. Alternative 2 allow throwing them in straight line. Great sword: Standard Two handed Swing. Alternative stab. Longer animation compared to swing, but high pierce damage. Whip: Standard strike. Pierce damage. Alternative 1 swing. Deals low slash damage and blunt damage at the tip. Alternative 2 grabs enemies to throw or draw them closer. Axe: Standard swing. Slash damage. Alternative 1 throw in typical arc fashion. Alternative 2 throw them horizontally. Gauntlet: Standard punch. Blunt damage. Some weapons modify it to pierce damage. Alternative smash. Blunt damage. Hammer: Standard swing. Some weapons modify it to pierce damage. Alternative swing bottom up and deal major knock back. Universal: Mount and quick time based kill animation. Summon: Standard summon. Flies around you. Alternative 1 makes them seeks out enemies. Alternative 2 makes them stay in original spot. Magic Projectile: Standard throw. Propeties may vary. Alternative 1 summon 3 to 5 lesser projectiles in parallel. Alternative 2 causes them to bounce around and affected by gravity, but can pierce indefinitely until projectile spawn. Alternative 3 set traps, which add or enhance explosive damage. Leveling also allow you to share some spells with your summon.
|
|