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
Satoru Iwata: "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.” Game on Iwata-san
Post by Enkeria Gin 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.
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.
Last Edit: Mar 26, 2017 10:32:33 GMT -6 by yulia11
Fangamer Steve: Heh, if I had to take a guess, they've probably been suuuper busy with the trip to Croatia and the voice recording sessions (and all of the other magical game-making stuff they do).
Apr 28, 2017 15:49:50 GMT -6
purifyweirdsoul: Yeah, and the Croatia presentation and recording bits were like mini updates, to me, and we had a BCB just a few days ago, so...I think fans will be all right for a bit if they were hungry.
Apr 28, 2017 16:00:35 GMT -6
Lestaroth: I haven't written a long post in ages here. All done. *fools around now*
Apr 28, 2017 17:27:40 GMT -6
crocodile: To be fair (or play devil's advocate, I'm not sure what term to use), most backers have no idea the stuff at Croatia, voice actor recordings or the BCB happened. A formal update still has value. But yeah, I envision they are pretty busy in Japan.
Apr 28, 2017 18:27:04 GMT -6
purifyweirdsoul: Yeah, that kind of goes without saying. The more interested a fan is in the project, the deeper he will look for those things, otherwise they are probably content with the last one still for now, speaking most generally.
Apr 28, 2017 21:41:36 GMT -6
dragonkd: i am the only user online. nice.
Apr 29, 2017 23:08:10 GMT -6