Update 7 Progress
Progress on the next update has been slow due to me being sick (allergies, man cold, bronchitis, whatever you want to call it), but I am plugging away as best I can.
I decided to focus on combat with this update because as a player, I myself was getting bored with the repetitive circling/evading, and timing attacks with the current combat system. So I had all these ambitious goals to make a targeting system with blocking and dodging, but after working on that for a few days and not making any headway, I decided to lower the scope and come up something a little more feasible for a solo developer. So here's what I came up with:
Please give me your feedback and ideas so we can make these systems the best they can be! As an early access game, you have the power to shape the game if you participate in the community. The best way to do that is by joining our Discord server (https://discord.gg/ubERWYF). But you can also post in the Steam forums if you prefer.
Combat Improvements
I decided to focus on combat with this update because as a player, I myself was getting bored with the repetitive circling/evading, and timing attacks with the current combat system. So I had all these ambitious goals to make a targeting system with blocking and dodging, but after working on that for a few days and not making any headway, I decided to lower the scope and come up something a little more feasible for a solo developer. So here's what I came up with:
- Secondary Attacks. This feature has been coded and I'm assigning each weapon type its appropriate secondary attack.
- Shortswords and swords have a stab attack which is guaranteed to do the weapon's max damage.
- Longswords, large swords, and short spears have a spinning kind of roundhouse attack (not the AoE kind) that do extra damage and knockback.
- Axes will have a powerful attack but I haven't decided much beyond that.
- Shortswords and swords have a stab attack which is guaranteed to do the weapon's max damage.
- Rolling. You can roll to quickly evade or get closer to an enemy.
- Blocking is a stretch goal because it also requires a strafing mechanic I'll have to look into.
- Ranged weapons will not be coming in this update, but will probably use the same strafing mechanic as blocking.
Feedback
Please give me your feedback and ideas so we can make these systems the best they can be! As an early access game, you have the power to shape the game if you participate in the community. The best way to do that is by joining our Discord server (https://discord.gg/ubERWYF). But you can also post in the Steam forums if you prefer.