New account registration is temporarily disabled.
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Combat demo

Hey everyone, I'm uploading a demo showcasing the combat system. It's very simplistic but hopefully it'll give a good inside look on the mechanics and why it's such a pain in the ass. Please comment on the blog for feedback.

Press W=Up S=down at the title screen and E to play

Make sure you press N/M at the start to switch to your gun.

Controls
W=Up
A=left
S=Down
D=Right
E=Interact
I=Use item (When syringe is equipped)

Left Shift=Aim
Left mouse=Attack
N/M=Change equipment

How aiming works


Known Bugs
Even if the cursor isn't over the target, the hit animation still plays out (Need to figure out a script edit)

Charset occasionally has a frame hiccup.

Pressing spacebar will trigger a missing file associated with the button and will shut down. Forgot to disable it before uploading.

Holding down left shift and pressing the left mouse click whilst at the controls screen will trigger another missing file shutdown.

-Really should of paid more attention before uploading.

Posts

Pages: 1
Just looking at those screenshots, I can't figure out what's blocking LoS in the third image. Those papers on the floor? If anything, I'd expect the crates to block LoS in the top two images instead.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
I guess she's not on the same X plane as the enemy
author=Dragnfly
I guess she's not on the same X plane as the enemy
This. There's no 360 aiming or 8 diagonal movement, so the compromise on determination was for the player to be directly on the same plane as the enemy to avoid confusion. Loved the idea to have 360 aiming but I'd have to make an extra 40 character sheets for the player and every enemy in the game to make it workable. However you can move and shoot whilst aiming in 4 directions, so it's just a case on lining up with them.

You actually hit a good point with the crates though. Did use terrain tags in the tileset at some point to make it so that bullets can't go over certain tiles but because it didn't affect the cursor colour change, I decided to only make it apply to walls for obvious reasons. My current rule of thumb is that if the object is at head height or above, you won't be able to shoot through it.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
Aye. From these screenshots the walls seem to be the only obstructions tall enough to block aiming here.
author=StarSkipp
Loved the idea to have 360 aiming but I'd have to make an extra 40 character sheets for the player and every enemy in the game to make it workable.

Why would you need more charsheets? The player is going to be looking at the cursor, not the gun.

If you're going to be limited to four directions, why bother with aiming? Just shoot the direction they're facing. If you want to be fancy, have an option to move without changing facing (by holding Shift or something). Or have 4 shoot keys, one for each direction (like some arena shooters).
author=Loxus
author=StarSkipp
Loved the idea to have 360 aiming but I'd have to make an extra 40 character sheets for the player and every enemy in the game to make it workable.
Why would you need more charsheets? The player is going to be looking at the cursor, not the gun.

If you're going to be limited to four directions, why bother with aiming? Just shoot the direction they're facing. If you want to be fancy, have an option to move without changing facing (by holding Shift or something). Or have 4 shoot keys, one for each direction (like some arena shooters).

Okay I just counted 58 character sheets for the player. Here's a quick diagram with some maths.



When shift is held down, I have to replace the current base selection with the attacking sprites to stop the player from disappearing. With 8 diagonal movement/shooting, I would have to double it and create another 58.

Hypothetically if there were 360 shooting in the game. The player could very easily stand in the center of the screen and just click at the enemies without any challenge or thought involved. This may also apply to key presses, which could be exploited by standing in an corner and have yourself button mashing to achieve the same result. If it was an arena shooter, then yeah 360 shooting would be suitable for that type of genre but as it's more of a survival horror game. It would probably be more interesting if I keep the current mechanics as they are to reinforce that element and the general play style that comes along with it.


My friend NewBlack drew this up a few years back as an sort of gameplay pitch to me. Originally I wanted to go with "press space bar to shoot" but had a lightbulb moment shortly afterwards. In the end we decided to ditch 360 aiming due to the workload and the general feeling that it may not be too challenging for the player. He ended disappearing from RMN/Skype not long after, might be a bad omen. :P
Pages: 1