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Afternoon, patrons! I decided to sit down today and plan out the roadmap for v.03 before getting started. I figured I'd post the list here, as well as ask for your opinions. UPDATE V.03 GOALS -Update shooting animations, poses; add shooting straight down in midair -Design, animate and prep enemies for combat -Finish planning out progression from start to finish (upgrades + world roadmap) -Rework controls into WSAD -More sex animations (slimes? tentacles?) -Implement health-restoration items If anybody has other things they'd like to see in the next update, let me know and I'll see what I can do! With that said, I'd like your feedback on a decision I'm having a hard time making. Before making the patreon campaign, I stated that Crisis Point's combat is focused on mobility and player control. This plan remains, but it's causing me some trouble in deciding what kind of actions to give Alicia. The first and most obvious option is giving her a dodge roll. It's the most obvious and universally accepted form of evasion. Dodging away/through an attack is easily recognizable, and it just makes sense. However, a dodge roll is often just that; it's only real application is evasion. Sometimes it makes you move faster, but then you get Zelda-itis where you want to roll everywhere and it just looks awkward. My second option is sliding on the ground. This has multiple uses; not only are you making yourself smaller, which could mean dodging certain attacks, but you'll be able to slide underneath low walls and fit through tight corridors. This allows me to create more interesting level design. However, I'd be lying if I said invincibility on sliding makes sense, from a player's perspective. It would feel more than a little odd to slide through an attack that would have otherwise hit you. The last option is a dash. Not a sprint sort of deal, but think Megaman X; just a short-range burst of speed. This ability provides the largest sense of mobility. It would be usable both on the ground and in midair, could lengthen your jumps, and would overall make you move around faster. However, as far as I'm concerned, it wouldn't feel right as a dodge. Ghosting through attacks with a dash would feel very awkward, and I'm worried it wouldn't serve enough of a purpose in a largely projectile-based combat system. In addition, I wouldn't want players to be dashing around constantly wherever they go, as I fear it would harm the believability of the world. I'm certain some of you are going to ask "why not all three?" My answer to that is "simplicity." If there are 3 separate functions that all serve a relatively similar purpose, not only is the control scheme going to be complex and convoluted, but it's not exactly going to stand out as the best example of my game design talents. The only abilities I can see working well together are the Slide and Dash. They serve different enough functions that I can imagine them coexisting. In any case, that's about all I have to say for them. I'd love to hear your opinions, and if you have any OTHER ideas that I haven't even listed here, feel free to mention them. -A42

Comments

Anonymous

just go with dodge roll. i want a decent understandable platformer, not sliding combos or super precise timing bursting. maybe even have different animations and range to rolls. like a roll backwards will be done a shorter range that a leap roll forward (that maybe, should be done by sprinting+roll). to make the players not abuse the roll get something like a forced delay or a stamina dependancy

Anon42

Keep in mind I'm designing Crisis Point to appeal just as much to people who want to play a game as people who want to see some hentai. The main reason I'm hesitant to use dodge rolling is BECAUSE it would simplify things so much - dodge rolling essentially has one purpose and one purpose only, evasion. The game would get very boring very quickly if every individual element was only useful for one thing. Designing a fun, engaging experience is about how all of those elements mesh together.

Kayin Sparkle Twilight Dreemurr

I don't see what the problem is. Make the dodge roll so that it evades certain types of attacks, and everything else you get hit with.

Anon42

Well that opens up another can of worms, like "how do I know which attacks can be dodged?" An easy enough question to answer, but still. And it doesn't really have anything to do with the reason I brought this up, which is that dodge rolling is a one-trick-pony that can't really be used for much other than evasion. I want multifaceted abilities that can be used in different, interesting ways, whether it be combat or traversal or puzzle solving. Dodge rolling is a bit limited in that regard.

Kayin Sparkle Twilight Dreemurr

Well, let's see. Its a roll, so your going low to avoid attacks that would be aimed at your head or midriff. So those attacks would all miss. However, attacks that would come in from a low angle (for example, tentacle traps) would snag you and have its way with you. As for it being a one trick pony, I again don't see that as being true. Just have it act like a slide would.

Anon42

I thought about that too. The main reason I'm concerned about it is that a rolling animation would undoubtedly take up more vertical space than a slide. A slide can easily be flat against the ground, but a roll would require a bit more room than that. For context, I was thinking about having the tunnels be 1/3rd of Alicia's height and I'm not so sure I can fit a natural-looking roll into that tiny space, y'know? Animation is a fun gig, lol

Anonymous

I like the concept of all three, but, in saying that i do agree with your point of not wanting to over complicate things and to keep the "simplicity". in my opinion it would depend on the depth of design to the game. Whether Alicia will have all skills active at the one time or rather if the player gets the option to choose active skills through either a point, levelling system with multiple categories; with several available skills, but only being able to use one at a time to start with and progressively having more availability later on... In short adding a lot of RPG aspects to the game I do like the idea of skills being used in both combat and further achieving your goals when finding more skills. This rest sounds good to me and sorry about the multiple posts that i deleted, there isn't an edit button =/ oh well

Anonymous

Example of setup: Buttons- Q - W - E = Maybe cycle buttons?? quickly change dodge moves/ dash A - S - D = Dodge catagory - Melee attack - dash catagory Z - X - C = jump - shoot - aim

Anonymous

After reading the comments below, yes it depends on the animations as well

Anonymous

Example of setup: Buttons- Q - W - E = Maybe cycle buttons?? quickly change dodge moves/ dash - A - S - D = assignable skill = assignable skill - assignable skill Z - X - C = jump - shoot - aim Or even better yet. Allow the player to take control of the setup? It would depend on the size of the game/skills thought i guess and if what has been said if the combat is going to be a factor towards the animations. multiple animiations depending on what angles the heroine was grappled from

Anon42

Wow, comments galore, lol. First off, I'm pretty sure I mentioned it before, but the controls WILL be customizable. I already went over the control scheme, moved everything over to WSAD, and prepped it for easily implementing customizable controls later on in development. I already went over the controls and got everything mapped out for how it should work, though. The combat won't be quite as complex as you're thinking with the QWEASDZXC thing - not a fan of that particular control scheme, as it's not possible to reach every key as easily as it should be. It's got more in line with Super Metroid. It's not really an RPG in the way you're thinking. It's got upgrades you find around the map, but you don't get levels or skills through leveling or anything like that. It's a primarily projectile-and-mobility focused combat system, and it's going to stay that way. My next game after Crisis Point, though.. who can say? ;) I'll be posting an update tonight with the control scheme I have planned as well as my current thoughts on dodging. Thanks for all the feedback, Sarul and Cain!