Beta Branch live: Testing Charge Up Attacks
Hey everyone! We've chatted with some of you on expanding activity to be done between dome-attack actions and we wanted to address this. Updates later this week will feature other ideas that are getting in regardless, but we wanted to put up a basic gameplay test for charge-up attacks.
This is now live on the beta branch, password:
BfFTestingBranch
To Note:
More info here:
https://steamcommunity.com/app/3172700/discussions/0/4699036262719311672/
Keep in mind this is just a gameplay functionality test, numbers are padded to allow for the added attacks but were not focused on. We think there are pros and cons to this idea, it simultaneously adds more player input chaos but focuses the party onto single targets. It doesn't change the overall feel but it is more visual stimulus, maybe making it feel less controlled.
Please let us know what you think on this post or the one linked above! Even if we don't use it we thought it was an interesting test that could fuel additional discussion and ideas. Regardless of if we finish integrating this we're in the middle of doing these updates to the main game system:
This is now live on the beta branch, password:
BfFTestingBranch
To Note:
- There is a new hotkey, defaulting to Shift, where you can attack in place, otherwise you just left-click on the target.
- You cannot target non-hostile characters in this beta build.
- This is not integrated with controllers.
- Padded enemy HP definitely warrants the Mark action (previously Critical) to have the party be able to do more damage to them
- You can load any existing save file or start a new one
More info here:
https://steamcommunity.com/app/3172700/discussions/0/4699036262719311672/
Keep in mind this is just a gameplay functionality test, numbers are padded to allow for the added attacks but were not focused on. We think there are pros and cons to this idea, it simultaneously adds more player input chaos but focuses the party onto single targets. It doesn't change the overall feel but it is more visual stimulus, maybe making it feel less controlled.
Please let us know what you think on this post or the one linked above! Even if we don't use it we thought it was an interesting test that could fuel additional discussion and ideas. Regardless of if we finish integrating this we're in the middle of doing these updates to the main game system:
- Companions can revive other companions during combat
- Companions can heal other companions
- Enemies with unique attack behavior and AOE tile effects to get characters to move around
- Health orb pickups that lob from enemies killed/hit
- Spirit pickups that lob from enemies killed
- Potentially Directional hits for sides/backs of targets doing more damage to get characters to more strategically move around