Update v.03 Goals (Patreon)
Published:
2014-08-03 18:58:30
Imported:
2021-11
Content
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