EXPERIMENTAL GUARDING ABILITY
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One of the main game mechanics in my game is evading enemies.
Some enemies have set paths, some directly approach you, etc. Occasionally there are enemies that move around randomly. Some players have trouble with these enemies. They have suggested I give them set paths or lower the amount of random moving enemies in said area. In some cases I have agreed to doing this.
But, I think random movement can add some fun variety.
I believe the main concern is that they feel that because those enemies move randomly it is not always the players fault when they get hit.
So I thought up a way to change that by adding in a guard ability.
It works similar to Street Fighter 3's parry and Soul Calibur's guard impact.
When an enemy hits you if you press the C button a split second after being hit Lanoa will form a spirit shield negating the damage.
The ability will only be for certain enemies like the random moving ones. My reason is that if you get really good at timing this ability it would make the game too easy and make some other abilities less useful.
Currently I'm using a sound effect to indicate which enemies' attacks can be guarded against.
Do you think this ability would be a good way of alleviating those players' concerns?
Some enemies have set paths, some directly approach you, etc. Occasionally there are enemies that move around randomly. Some players have trouble with these enemies. They have suggested I give them set paths or lower the amount of random moving enemies in said area. In some cases I have agreed to doing this.
But, I think random movement can add some fun variety.
I believe the main concern is that they feel that because those enemies move randomly it is not always the players fault when they get hit.
So I thought up a way to change that by adding in a guard ability.
It works similar to Street Fighter 3's parry and Soul Calibur's guard impact.
When an enemy hits you if you press the C button a split second after being hit Lanoa will form a spirit shield negating the damage.
The ability will only be for certain enemies like the random moving ones. My reason is that if you get really good at timing this ability it would make the game too easy and make some other abilities less useful.
Currently I'm using a sound effect to indicate which enemies' attacks can be guarded against.
Do you think this ability would be a good way of alleviating those players' concerns?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
"Only works on enemies that move randomly" is a really arbitrary, meta-game limitation. What I would do instead is to give the blocking skill a long cooldown. Perhaps do a simple timer cooldown, or perhaps make it so that after using it, you have to defeat ten enemies before you can use it again. Or, if MP is extremely limited in your game, you could just give it a very high MP cost. That way the player will want to save it for whichever type of enemies they have the most trouble with, and will still need to avoid most enemies the normal way.
Another option would be to make it so that if a random-moving enemy is about to hit the player, it visibly rears back with some kind of animation first that takes a quarter of a second or so. The player can, if they're fast, use this time to move out of the way. This would accomplish the same basic thing as your shield, in almost the same way, but it would be the enemy that's limited instead of the player, which I think would probably feel much more natural.
Another option would be to make it so that if a random-moving enemy is about to hit the player, it visibly rears back with some kind of animation first that takes a quarter of a second or so. The player can, if they're fast, use this time to move out of the way. This would accomplish the same basic thing as your shield, in almost the same way, but it would be the enemy that's limited instead of the player, which I think would probably feel much more natural.
Is this an ABS game, or and RPG with touch encounters? Pure random movement does suck, in almost every case. As in: random move, repeat on frequency 8. But you can work on it so it's not fully random. Like:
random move
random move
random move
toward hero
toward hero
repeat
Or, put a pause in there somewhere. So it does move around randomly, but you can wait til it rests and run by.
Without knowing more(the kind of map, kind of gameplay, and reason for the enemy) it's hard to really know what is a good suggestion. If it's an ABS game, a parry move that works on all attacks should be good enough.
random move
random move
random move
toward hero
toward hero
repeat
Or, put a pause in there somewhere. So it does move around randomly, but you can wait til it rests and run by.
Without knowing more(the kind of map, kind of gameplay, and reason for the enemy) it's hard to really know what is a good suggestion. If it's an ABS game, a parry move that works on all attacks should be good enough.
thanks for the input I'll consider those options
except for the defeating enemies one because you don't kill enemies in my game.
The gameplay is kinda like playing Zelda without being able to attack.
It's an adventure puzzle game.
But anyway the other suggestions you made might work
Thanks LockeZ and Link_2112
except for the defeating enemies one because you don't kill enemies in my game.
The gameplay is kinda like playing Zelda without being able to attack.
It's an adventure puzzle game.
But anyway the other suggestions you made might work
Thanks LockeZ and Link_2112
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