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This week I worked on implementing a few ideas I had for the games main combat system.   There aren't going to be any pictures, as there isn't really a lot to show.

The big thing I wanted to do was have a combat system that would give the player access to lots of spells and the ability to use them in fun ways.  Despite the game having a stealth element, I still wanted to convey that Meridiana IS a sorceress, and not to be trifled with!

I also wanted the combat to have a tactical element to it.   I like being able to plan intricate spell combination, or try to be efficient as possible.


The system I had in place worked well enough for aiming, but given the pace I felt like it would be difficult to use more then a few spells without getting overwhelmed by enemies.   It also didn't feel particularly exciting to me, and it really just felt kinda standard 3rd person shooter.


There are two major changes that I'm currently testing.

The first is a Superhot like slow motion system.  While aiming, time will slow down to allow you to assess everything, and pick your target carefully.  Time does not speed up until you cast a spell, get hit, or knocked around.  Once you complete a spell, time will slow down again for you to make your next action.    It has a different flow, as everything is slow fast slow fast, but it allows the player to plan things out.  It also highlights a lot of close calls with last second dodges or kills. 

Currently there is not limit on how much time you spend in slow motion, but that's something I may change in the future.


The other change I've made is the way spells are cast.  Instead of selecting a spell, to cast, you now must do the right combination of button presses to cast a spell. 
These presses aren't super complicated, but its something a little different, that will allow the player access to as many different spells, without menus, or the entire range of numbers across the top of a keyboard.


I still need to make more spells, and add more variety to the spells, but I think its starting to come together to something at least a little interesting.


I know this post is long, so thank you for your patience!  As always I'd love to hear any comments/concerns or questions you might have!

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Comments

Rodolfo Barajas

I was wondering why the time slow spell was removed from the last update. Would the time slow be automatic? Like, if it can be used and I am in combat time will automatically slow? Or will it be usable like a seperate spell?

Mithos56

Time will automatically slow down. The spell was actually taken out because right now she's only set up to hold four spells for testing, and I needed a spot for the tentacle trap spell. I think that spell MIGHT stick around, just not have as many in combat uses.

Anonymous

Something to be considered seriously is the implementation of the possibility to be able to move while casting spells, at least the basic ones(per example the Blast, Energy Blast and the Teleport if you are planing to add an animation to cast the spell), it's not confortable at all to being stuck in place for no reason to throw a energy ball or other spell that actually takes 0 seconds of channeling... and slowing the time is not the solution IMHO. If you are not sure how to do it, there are tutorials out there, and maybe you can find some videos that can guide you, like this one per example: <a href="https://www.youtube.com/watch?v=SgsYsViIRYE" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=SgsYsViIRYE</a> And if is not much trouble, a foot placement will not hurt anybody, and as far as i seen isn’t difficult to implement, here i found an example: <a href="https://www.youtube.com/watch?v=XS8JXPzatVQ" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=XS8JXPzatVQ</a> Anyway the foot placement thing is only eyecandy/aesthetic, so it's not even close to be as important as a move-while-casting-spells system, and it's important to considerate it ASAP because it's a core functionality, and as that, may hurts to implement on an advanced stage. Thanks for your Great Work ;)

Mithos56

I purposely have it set up so spells root you in place. Kiting is a concern, and I don't really want the player running around backwards shooting spells while the enemies chase her. On top of that, there is a dodge that will move you around somewhat quickly.

Anonymous

This sounds like a fun change to me. If the end result is something like the shock rifle combo in Unreal Tournament mixed with a bit of simplified Magicka, I think this sounds like fun. The most fun I had with the spellcasting in previous versions were the few times I managed to slo-mo, blast back, then shoot jerks out of the air before normal time resumed, but it always felt a little finicky to pull off. Designing the whole game around moments like that sounds fun.

Anonymous

I think you're on to something with the key combinations and more methodical combat. I think implementing this new combat is going to add a level of game play unusual for erotic games. Should be refreshing. I also wanted to say thank you for the updates. I'm currently supporting a handful of other projects and this one is at the top of my list for continued support.

Anonymous

Suggestion: As the camera is zoomed kinda over the shoulder while aiming (and slowing time), you could make each "combo button" for your spells have her do some kind of hand gesture. And increasingly more magic sparkling as the correct combo for a spell is being used.

Anonymous

I'm really excited for this. How, ever this being an NSFW game I hope you come up with a creative way to make the sex combat aspect just as exciting and strategic. I really like the stealth mechanic, can't wait to see how you further it.

B.Felinor

Superhot sounds nice! I need to try the test build I say something later, when I try it out. Little question. So that I have a grip on it, how exactly the spellcasting? I got some reference. I know, MMO but it is a MMO where you actually have to push buttons in varies combination to cast it. Did you mean something along these lines? <a href="https://www.youtube.com/watch?v=FVL6fT3iy0Q" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=FVL6fT3iy0Q</a> <a href="https://www.youtube.com/watch?v=llrmVBRc4hM" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=llrmVBRc4hM</a>

Anonymous

I love the idea of slowing time for skills etc. Looking forward to seeing it in action. Keep up the awesome work!

Mithos56

John, I prefer not to make the sex stuff a result of failure, but at the same time I agree that she's not really the type of lady to have sex with dirty goblins and forest creatures. Spells are not sex spells, currently you can have sex with creatures after you charm them. I MIGHT look into having the sex be a result of charming a creature that's too horny, but people seem to enjoy how it is so I might be stuck! Also while she is a noble lady, she's not a princess.

Mithos56

Almost, but not quite. So how it currently works on the keyboard you have the 1-4 keys across the top. Each spell would be a 4 digit combination of these keys. So to cast the knockback spell you might have to hit 1-3-2-1, or to cast the little energy blasts you might need to hit 1-2-4-4. once all four buttons are pressed, the spell will cast.

Mithos56

Yeah, I have plans to add a little hand motion, all though it won't be super obvious. I'd also like to add some particle effects, maybe a different color for each direction, and I'm thinking of adding a tone for each direction to give it an aursl clue as well. I don't know if that would quickly get obnoxious though.

Anonymous

Love the Updates you post, the game seems to be coming along well! When will the next Public Demo be out?

Mithos56

Not for a while I imagine. I want to make sure there is a big difference between demos!

Anonymous

Why not using an auto-lock feature combined with dodge abilities for close combat? The camera would "spectate" the fight and you'll be able to see around you, switch target lock to dodge and stuff.

Anonymous

You should add turn rate if possible. For example it takes time for units to turn, it would allow you to even slow down that turn rate. Right now in the combat build they snap towards you.

Anonymous

in case it wasn't seen before I type it here too..0f course could have a bit more tabed targeting or better aoe attacks but if you want her power not to be to overwhelming, i would lock the aoe or super attacks behind a charge up or resource management system . Also if we are ever going to fight that many some better crowd control abilities and defenses can be crucial(Shields, Stuns, sleep or a mass seduce spell).

EventSpawn

I do like the sound of this. Sounds tactical and fresh (with the key strokes). Looking forward to seeing it in action