NokiMo
lustfulillumination
lustfulillumination

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[Release] Version 0.9 preview 2 (Test branch)

Hello everyone!

As I said on this post, the next demo will be released for the patrons on Wednesday. Most of what we needed to do 

New combat system:

Hold RMB (Right Mouse Button) to enter guard mode. While Kalyskah is in guardmode, she will face the cursor direction. Yes, if you are playing on PC this is enough for you to fight, you are no longer obliged to lock on a target to fight =)
Time your Block (RMB) properly and you might be able to parry (stag) enemies
Perform light attacks with LMB (Left Mouse Button)
Hold Shift + LMB to perform heavy attacks. The animations are different, try to mix light with heavy attacks to get different combos.
If Kalyskah is fast enough when you attack, she will thrust. This is very handy especially with the Estoc (Fencing Weapon) since you can evade and then thrust.
Hold Ctrl to enter mist form and become invulnerable. This will drain your stamina and blood points really fast, but you can attack normally while in this form.
Four combat styles, more will come in the future:
Longsword: Fast attacks that only stags the enemies if you chain them.
Zweihander: A little bit slower, but good to fight groups of enemies
Fencing: The Light Attacks does not stag the enemies, but they are really fast. The fencing weapon relies on parrying and causing damage to staged enemies, or evading backwards and then attacking.
Claws: Punch enemies to death, I know you want to! The meele attacks will usually push Kalyskah forward, so they are handy if you want to fight in a way that you keep your distance and use your attacks to approach your targets while they recover from their attack animations. 

Notice that this combat is still experimental and many tweaks will come in time to make it balanced. Right now, attacking doesn’t consume stamina, but blocking and evading does. This has two reasons: The lore side is that we want to make Kalyskah feel more aggressive while fighting, in a way that chaining attacks and finishing a battle quickly will be her personal touch on the gameplay. And on the gameplay side, we want to try the complete opposite of what we had before, combat that will feel faster (without turning into a hack’n slash) and by doing so, we can find a middle ground or just learn exactly what and why something didn’t work.

More weapons, ranged combat and magic will come in the future after we have at least one hour of gameplay on the open world.

General fixes and enhancements:


Known issue:


Royal Bloods: To get the game you should follow these steps:

If you are using Itch desktop app and already have access to the last Royal Blood patch, just click to update it. If you don't:



*ps: Nevermind the lack of edit on the video, it was 11am and I haven't slept when I recorded it

[Release] Version 0.9 preview 2 (Test branch)

Comments

This kind of attack when enemy jumps towards PC from distance and try to pierce with a sword (at timecode 2:36 for instance) holding top down reminds me of the same animation that Geralt of Rivia uses in one of the Witcher games. This attack is pretty unusual, so it is hard to confuse it with something.

zyratuz

Great job, it’s good that you noticed a lot of bugs and fixed them. I hope now no problems in the game!

VitAnyaNaked

Don't blame me, I haven't slept! D=

Kalyskah Team

It looks nice so far, at the video you feel the impact of the sword, most of the time and the animations looks fluent too. it seems like a solid foundation on which you can build upon. There should also be enough souls like games where you can draw inspiration for some special attacks from NPCs. Though I need to critize calling that one handed sword a "longsword", since longswords tend to be... well... long... and mostly wielded with two hands and not just one. ^^

Sheol


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