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Evolution of a Battle System

  • East
  • 02/15/2018 10:43 AM
  • 1279 views
This is a little post to share some changes that Saiyajin Legend is going through, mainly in it's battle system. I'll try to not ramble on too much, and use some screenshots. Screenshots are fun!


I recently posted a video on YouTube, showing off some battle system updates. In the video, you can see a power management system that utilizes a kind of combo points system for skill usage. In the screenshot above, you can see the little combo bar with full 5 combo points (the max was supposed to be raised a little as you progress), and the regular Ki bar used as a power bar.

The intention was to have some simple abilities (like Ki Blast) be free for use, and some cost combo-points (like Kamehameha. You would build up combo points with the simple abilities and melee combat, and spend them on your finishing moves.

The power bar would function as a damage multiplier, and would decrease a little bit every time you use a skill. You can charge it back up whenever you want, and some abilities will grant you the ability to break it's limit, and effectively power up to above maximum and have a higher damage multiplier.

While a pretty cool concept, we decided that it's not really the direction for a DBZ game, and then after some brainstorming we came up with some changes:





- Combo points are gone. I will keep the system for a different, more classic-RPG themed game.

- Ki bar is back to it's original form. Even before the latest changes which made it refill by melee combat and the charge ability. It is now quickly refilling over time, like it was in the earlier versions of the battle system.

- New bar: Power Bar - It was one of the good things out of the scrapped design so we kept it. It acts as a damage multiplier, consumed slowly by special skills, is rechargeable, and can be overcharged with special skills (Kaioken).

- Kick and Punch separated. This is still under some testing and might change soon, but we are trying this out. We separated kick and punch into 2 different buttons, to allow for more creative combo moves. We just need to create some creative combo moves now.

- New controls. This is only possible because I finally made a controls menu, so you can fully customize your controls in the game.
What we try to do now is reduce the overall number of buttons in the game, and have more things use button combinations. For example, Kaioken is now activated by pressing your Teleport button and your Ki Blast button at the same time. Power-up is done by pressing Guard + Punch. Much more of those to come.
This also allows for much better joystick/controller support.



That's it. Pretty simple and clean. You got your Ki, you got your power, you can play with both of those as you please and the gameplay is relatively free, fast paced and fun. If you read up to here, you are a champ, and thanks!

See ya!