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Development Log 28

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Ranged characters always have an advantage over melee characters, so in this devlog I added Block, Dodge, Parry, and also Deflect Projectile to balance the gameplay between ranged and melee characters

[h2]Battle Actions[/h2] Battle actions will trigger whenever a character gets hit, based on their Block and Dodge chances. Block chance determines whether the Block/Parry/Deflect QTE is triggered, while Dodge chance determines whether the Dodge QTE is triggered. The maximum Block and Dodge chance for each character is 100 (equivalent to 100%).

  • Block
  • Dodge
  • Parry
  • Deflect


These are called "Battle Actions."


[h2]Block[/h2]

[h3]Control:[/h3]
  • Player: Player will be prompted with a QTE ring and key input to press at the right time to trigger the yellow section (Block) or red section (Parry/Deflect)
  • Enemy: Enemy will automatically resolve their Block based on character stats between the attacker and defender


[h3]Result:[/h3]
  • Against Melee: Character will ignore the damage from that hit but will not interrupt the combo of the attacker (the attacker can continue their attack if possible)
  • Against Ranged: Character will stop projectiles from penetrating or passing through


[h2]Dodge[/h2]

[h3]Control:[/h3]
  • Player: Player will be prompted with a QTE key input to press before the timer ends
  • Enemy: Enemy will automatically resolve their Dodge based on character stats between the attacker and defender


[h3]Result:[/h3]
  • Against Melee: Character will ignore the damage from that hit but will not interrupt the combo of the attacker (the attacker can continue their attack if possible)
  • Against Ranged: The projectile will pass through the target and can hit another target if possible; this includes both allies and enemies


[h2]Parry / Deflect[/h2]

[h3]Control:[/h3]
  • Player: Player will be prompted with a QTE ring and key input (same as Block) to press at the right time to trigger the yellow section (Block) or red section (Parry/Deflect)
  • Enemy: Enemy will automatically resolve their Parry based on character stats between the attacker and defender


[h3]Result:[/h3]
  • Against Melee: Character will ignore the damage from that hit and will interrupt the combo of the attacker
  • Against Ranged: This will trigger Deflect — the character will stop projectiles from penetrating or passing through and redirect the projectile back toward the attacker’s direction. However, the deflect range is random, so it has a chance to hit the attacker. If the projectile hits the attacker, it will interrupt their combo