NokiMo
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[WIP] New combat is almost here!

Hello everyone, Corintio here!

This time I wanted to bring you the progress on the new combat system!

Now instead of having 3 guard modes, you will have access to Heavy, Light and Thrust Attacks. The thrust attacks happen when you are running and attack someone. So they are handy to help you to get closer. More weapons will come soon! 

We also changed the way blocking attacks works. Now instead of having to beware with the direction the attack is coming from, you just need to hold the block key. If you time your block properly, you can parry attacks and stagger your enemies! 

But since this part is not completely implemented yet, we will make another video showcasing this later.

The build with the new combat and a new fully voiced dialogue with some nice outcomes will be released at last week of this month for the Vampire-Tier patrons!

[WIP] New combat is almost here!

Comments

I think this is going to be a huge improvement to the combat in this game! The "For Honor" style of switching stances and matching attack/block felt very clunky to me.

DarkmanBNM

We will have a skill tree with special combat moves and abilities that you'll be able to unlock during gameplay. I'll go into more details about that later =D

Kalyskah Team

What is the purpose of making this stats hidden? I don't understand. I prefer that I could know more about weapon I use. But there could be some *base* and *extra* stats. And extras are hidden under spoiler if it is *too much* for you...

zyratuz

Do you plan to add some special abilities that could be activated and have cooldown? One thing that I could think out right now (inspired by this video) is ability to make attacking jump towards enemy in order to beat him with vampire claws. And it could even make enemy to loose balance. This could be fun? What do you think? Or do you have another plans about combat variety. Vampire could make use of some her vampire abilities and not only swords and mele weapons...

zyratuz

Cool moves!

darkinidy

Some games use a drag mechanic for their weapons, when they hit an enemy. The idea behind it is that the mass of the enemy slows your weapon down a bit, creating a feeling of mass behind the enemy and giving your weapon some 'weight'. Might be an idea to fool around with, when you get around to have enemies to fight with that new system. It would also open up the possibility to give weapons some hidden stats, which affect their drag when they hit an enemy. That could help to make different weapons feel more distinct from each other.

Sheol

I mixed heavy and light attacks on this video to show how you will be able to combine both to create combos. Maybe that's the reason they look like they have different speeds xD

Kalyskah Team

I'll be honest, it does look a lot better but some hits/animations look way too slow compared to the others even for the same weapon type. Like the 1 hander first few hits look super nice and fast the ones at 0:11 and onwards are just way too slow. Not sure if thats a design plan to carry forward but it definitely bugs me personally. This is just feedback not a hate comment

This is what I’ve been waiting for. We really need to see the core gameplay to know what to expect. Concept art and environment art is nice, but it’s the minimum viable product that sells the game and attracts patrons

InterLEWD Creations


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