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[Poll] Changes on the combat?

Hello everyone, Corintio here!

I have a very important poll for you today. We have received a lot of good and a lot of bad feedback regarding our current combat system... Well, since people on forums and things of the sort usually comment when they don't like something instead of when they do, we might be receiving more negative than positive reviews regarding this matter =P

So I think it's time for us to make a poll to see what can be done about it. I'll leave here some options with pros and cons and then I'll add them on a poll for you to vote.


Combat 1 - Guard System

This is the current form of combat that we have. You need to protect yourself thinking about incoming attacks in 3 directions. Each of the three-guard modes has its attack animations that can be mixed to create unique combos. The combat as it is right now is not done yet, there are still some features that we need to add, those familiar with games like for honour can understand the direction we are aiming for: To add the possibility to grab enemies, to have unblockable attacks depending on the combo you are doing and attacks mixed with dashes. On this mode, parrying attacks is very handy because it will expose your enemy for a while in case you manage to press RMB in time. Locking on a target is the only way to fight them, this system works well when you are fighting a single enemy. If this option wins, we will keep the combat as it is, but add more depth and mechanics to it. Your mobility here is smaller because you need to think carefully about each step you take. There is no roll system, only a side step and the mist form.


Combat 2 - Light and Heavy attacks + Defending being a button

This is what I think is the most popular combat style in games nowadays. Games like witcher have it, Dark Souls too. With this, you can fight the enemies without the need to lock on targets, because the right mouse button will make you go to the guard mode, where you will block incoming attacks. Each attack you block will drain a bit of your stamina and your guard will break and leave you vulnerable in case your whole stamina is drained. If you simply press the left mouse button you will start a chain of light attacks, if you hold shift + LMB you will start a chain of heavy attacks. You can parry attacks by doing a "timed block", which is by entering on your guard mode when an attack is about to hit you. Locking on a target is handy when you are fighting a boss or something with high mobility, but not necessary to win a fight. With a good evasion system, your mobility can be very decent during combat. Probably spliting it on side step and a roll.


Combat 3 - Stylish Hack'n slash

This is the simpler one to learn and get a hang of, but it is heavily complex to implement because it requires A LOT of animations for each weapon. So this combat would probably limit Kalyskah to use a sword or her claws, at least for a while. This is the combat style for games like Devil May Cry. You can jump and attack enemies, throw them in the air, double-tap some keys and then attack to make a different animation and your mobility during combat is very high. This is a good combat style when you have many enemies at the same time on screen, which for performance reasons, we won't have on Kalyskah. Locking on a target is only useful for some skills that might bring enemies towards you or the other way, and also for the game to recognize some inputs like "back and forward + attack". Other than that, you don't necessarily need to do it.


Combat 4 - Your idea. 

Post it there and if it is a good one, we can make another poll with it and see what other people think.

Comments

I finally really played 0.8.10 and I found the combat to be very klunky feeling. I also agree with FreshRevenge's thoughts but I'd also add since this is an adult game perhaps there could be some sexual moves as well (especially backed with sorcery). From the above list I've gone with 2 but obviously mixed with some 4. (I've also - finally - gone to backing status.)

Lee Thompson

Option two definitely, would work way better when fighting multiple enemies and would make kalyskah feel much more like a supernatural vampire if combat was a tad more twitchy

I think since she is a vampire that instead of relying on swords and weapons that she should have vampire skills for her combat. Like she could have a blood ciphon skill that she can use to drain blood from a distance. Also maybe a vampire bat skill that she can turn into and weak mass damage on her enemies. Or a cloud of bats that swarm around enemies stunning them so she can get close and she could suck them to death or use her claws to to slice their necks etc

FreshRevenge

Which option is similar to god of war gameplay;)

lee@duva

what about a combat system that was more parry than block based on timing for counter attacks? If anyone wakes up specially after a long time they would be weak so blocking powerful attack is a bad idea. Maybe add a skill to activate after you gain some levels to block stronger attacks since enemies are not always going to be humans.

Nes27

I like the idea of blocking in the direction of the attack, I just don't like it being a mouse movement. I would prefer to hold a block key + A/W/D to block in the direction of the attack.

Anything but 1 , I think the current is excellent sword play but I don’t think it fits in the game as is. I played the new demo .8 and there are some encounters with more than one enemy , the current system just can’t work reasonably with that. Not to mention there are powers to use in the game that don’t rely on swordsmanship, so again combat style 1 is not a good fit.

You've made really sensat points! I think the combat 2 is the easiest one to make it look good

Kalyskah Team

All if them are good, but maybe type 3 will need a lot of work, and causes more bug, I think.

darkinidy

I think the decission also depends heavily on how you want to design your encounters. Combat 1 is pretty much catered towards single person encounters. To solve multi person fights, For Honor added easier blocking for non locked targets and the revenge meter. Upside: You can make each enemy rather challenging It can be a really skillfull system with lots of possible moves and differnet AIs and attack patterns might spice things up. Downside: You will mostly feel as if you, as vampire, will fight someone who is on your level and as soon as you have more enemies, the potential power fantasy of you will falter. Fighting anything but humanoid size enemies might become tricky Balancing of each move might be hard, great danger of ending up in spamming just one move, since it is sooo good. Combat 2 allows to make multi person encounters much more easy due to a more simple system behind it. Upside: You don't need to put that much focus on the environment and the encounters, but can 'just' put some enemies in locations. Various encounters of any size of enemies and a more item focused combat style (have fire shield for fire breath attack) Downside: It might become rather bland to fight with that system and you need to spice it even more up with animations. Senuas Sacrifice is a good example. It uses the same system but the great animations carry it Need to design more unique animations for each weapon (Nier Automata is great example here, as it has super great and crazy looking animations of various awkward weapon combos) Combat 3 on the other hand allows 'mass fights'. Upside: You can feel really powerful due to fighting several enemies at once Non humanoid enemies are highly possible More effects can be spammed to make things look pretty and shiny Downside: Need more optimization of the game engine to handle bigger encounters Game might feel more arcade and lose the realistic touch it has Combat could become dull rather quick Potential Workload: Combat 1: Balancing and Encounter designer with various combat animations Combat 2: More varied and better animations as on Combat 1 to make the combat feel fuller Combat 3: Optimisation of the Game due to potentially having more enemies around. Managing the enemies in the area they are in... potential struggle with the camera in some situations? Just for my thoughts... though I personally like more strategic combat which feels more 'real' and flows better with the lewd stuff if you lose to a hard challenge, so I voted 1

Sheol

I think the second option works great for the game. I really enjoy the combat the Witcher 3 and I think it would be easier to implement the grab or combat feed and even all the vampiric magic spells.

Carlos Vasquez

In my mind Kalyskah isnt a Hack´n Slay genre like Dantes Inferno, bayonetta, nintynine nights etc. The most popular and best working/most used Combat style is the second one, because it just works pretty fine and looks good, not as good as Hack'n slash but hey but yeah the combat style need to be change this block, attack, block, attack isnt that smart you think oh no there is a fight again XD but I like the idea of defens and blocking attacks. The thing is Hack'n slash is a combat style for shorter games not for a RPG with more then x hours of gameplay. In my mind is the second style a better match for a RPG and Hack'n slash needs a lot of combat animations combos specials etc. it would take months for that and I do not want the game to be pushed in a direction that doesnt really fit. I think everyone in the kalyskah team did a great job so far despite the limited budget available ! That's my opinion, if there are other people who have other or similar opinions, it would be good to post them here as it is a major change of the game.

Yes, voting on the guard system would mean that we would focus on adding more complexity and mechanics to it. So I think it would fit best to what you meant =)

Kalyskah Team

I personally like Combat 3 the most, but Combat 2 comes a close... Well, second lol. I like them both, but I think Combat 1 is going to be too complex, and I generally don't like lock-on. reminds me too much of MMOs and less of RPGs themselves.

Badguy292


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