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DarAgames
DarAgames

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POST # 12 - FIGHTING PROCESS

  

What can make fighting process more cool and impressing? 

Slow-mo? Epic intros of fighters before match? Fireworks by arena's perimeter? Numerous lights and projectors? Maybe roars of cruel crowd of watchers who came to enjoy bloody show? Yeah, all that too, and also cinematographic moments of palms, arms, heads and legs cut-offs, pleading for mercy from those who losing and smirks or taunts from those who winning.

But most impressing thing should be the consequences of fights. Player should understand why he (or she) decides to go to arena, for what he (or she) is fighting and what could happen, if he (or she) fail it. And what is pushing men (and women) into arena. 

Shortly speaking about the features and fighting process, I need to mark: 

ability to knock the weapon out from the hands (I know how classic that is, but I like classic things), 

ability to make a critical hit and critical damage to opponent (we will improve visual part of that and include  more and more ways of critical hits and damages as often as possible, because yessss, I just like that in same way as most of you), 

ability to make your rival fall to panic and enjoy the pleadings for mercy, even answer to them with diabolic "ha-ha-ha" and own smirks, and taunts, 

ability to try to make your opponent almost lose control with own abuses and provocations (we put A LOT of time and efforts for making that phrases same offensive and insulting as fun, we just have some specific humor, you know). 

Speaking about mathematic part of fighting process - there is a system of weight penalties, so if you decide to imitate full-armored knight, you will pay for that not by money only, but by own mobility and stamina too. 

By now we implemented two main ways for making your rival pay for decision to meet you at arena - you can attack your opponent or to try tricking him (alternative attack), classic dilemma between usual chance but stable damage and bigger damage with less chance. 

For defense - also two strategies - blocking (for those, who not only have good reflexes for that but also who have weapons, efficient for blocks) and dodging (for those, who believe in own agility skills).  

And nice surprise - you will not know exact parameters of your rival until you see him (or her) face to face at arena (but this could be changeable... or not?). 

During fights also stimulators and haemostatic patches could be implemented (but more or less limited) (don't be surprised, saw-edged weapon able to make heavy lacerations wounds is also available for arena). 

But you will be able to see bets of other citizens of our nice town at your fight. Yeah, you could see how your neighbors, friends and just people from the streets estimate your chances to survive. I think that looking at bets on your own life will be some kind of humiliating and hypocritical experience for players, isn't it? And, besides arena you also can earn some easy cash on bets at other's blood. 


So, feel free to look inside your heart and enjoy of what you see there.  


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