Left crown, right down
It's been a long time since we've been in touch, but we haven't been sitting idle. We were carefully working out the combat system for our first “weapon” of furious fists.

Honestly, on paper, the development of the combat system looked simple: character hits, mob flies off. But we encountered a lot of pitfalls. From how a character should hit depending on the combo accumulated, to how to make it possible to hit on the move and not get accidentally slapped.

Furious Fists has a combo system that changes the characteristics of the punches in each stage. Each stage has its own damage, range, and attack frequency. The final combo punch sends the character forward like a mini-burst. And there are also air kicks. And all of these actions can be performed while on the move.

Almost immediately we realized that the attack range in the stitched animation is too short. In such dynamics it is very difficult to accurately fit the fist to the alien face. So we decided to increase the attack range, and to accompany this action with an appropriate animation.

Initially, the stages of combos were gained not only during the mess with mobs, but also when destroying bio-blocks. But we eventually abandoned this solution, because the final combo attack, in all this green madness, it was impossible to track. And often there was a situation in which the character flew forward under the press, to certain death, without caution.
Where am I?
How hard should the mob fly off on hit? How long should it stay stunned? Do all mobs bounce back the same way, or are there some that are more resilient? And should every hit bounce back with the same amount of force? And so from the question “how hard does a mob bounce” we had a carload and a small cart of questions, each of which needed an answer. What we did as a result: some attacks, including the dash, repel mobs more strongly. At the same time, each mob has its own weight, which affects how far it will fly away after the blow.
Weight comparisons between the Hard Worker and Tvar
All these nuances can be perfectly observed in the moment when the character, without stopping, goes and hands out smacks to the right and left.

We agonized for a very long time with the combo system on the furious fists, and the result feels comfortable. It's easy to get used to. The next “weapon” we're going to start working on is a damn unstable blaster. This is the one that the development will really go easy on. There's just a character taking a shot, and the projectile goes flying. Doesn't it?
Add the game to your wishlist, subscribe to our social networks, leave comments and share your opinion, it's very important for us, especially during the development phase. Thanks for reading and see you soon!
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Honestly, on paper, the development of the combat system looked simple: character hits, mob flies off. But we encountered a lot of pitfalls. From how a character should hit depending on the combo accumulated, to how to make it possible to hit on the move and not get accidentally slapped.

Furious Fists has a combo system that changes the characteristics of the punches in each stage. Each stage has its own damage, range, and attack frequency. The final combo punch sends the character forward like a mini-burst. And there are also air kicks. And all of these actions can be performed while on the move.

Almost immediately we realized that the attack range in the stitched animation is too short. In such dynamics it is very difficult to accurately fit the fist to the alien face. So we decided to increase the attack range, and to accompany this action with an appropriate animation.

Initially, the stages of combos were gained not only during the mess with mobs, but also when destroying bio-blocks. But we eventually abandoned this solution, because the final combo attack, in all this green madness, it was impossible to track. And often there was a situation in which the character flew forward under the press, to certain death, without caution.

How hard should the mob fly off on hit? How long should it stay stunned? Do all mobs bounce back the same way, or are there some that are more resilient? And should every hit bounce back with the same amount of force? And so from the question “how hard does a mob bounce” we had a carload and a small cart of questions, each of which needed an answer. What we did as a result: some attacks, including the dash, repel mobs more strongly. At the same time, each mob has its own weight, which affects how far it will fly away after the blow.

All these nuances can be perfectly observed in the moment when the character, without stopping, goes and hands out smacks to the right and left.

We agonized for a very long time with the combo system on the furious fists, and the result feels comfortable. It's easy to get used to. The next “weapon” we're going to start working on is a damn unstable blaster. This is the one that the development will really go easy on. There's just a character taking a shot, and the projectile goes flying. Doesn't it?
Add the game to your wishlist, subscribe to our social networks, leave comments and share your opinion, it's very important for us, especially during the development phase. Thanks for reading and see you soon!
Subscribe to our newsletter
Gennady Twitter!
Gennady Reddit!