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Hello everyone!

We are now making some enhancements on the combat for the next release, by adding a parry system and controller compatibility. 

But we'd like to hear from you, what would you like to see on our combat system, or what ideas do you have to make it better?

Comments

Anonymous

Hey, first of aII i need to mention ur game is on a next IvI :) I think something for range Iike a bow, bowgun or bIoodmagic wouId be great.

Алексей Бакунин

As i wrote before it would be great to separate jumps and a mist form. In some situations it will be useful to be able to jump to the opponent standing higher than you already prepared to battle with weapon in hands.

Anonymous

I feel that improvements to the human based enemies should be focused around making it more accurate along with the parry system and more weapon types, but the beast enemies are currently unblockable which is fine since you can dodge until you get attacked by 2 or 3 at the same time.

Anonymous

Improve the overall blood buff at the moment when it is activated to give health regeneration (increased), protection and damage, that will generally provoke the player to suck more blood from enemies. Magic... I don't know. Were vampires endowed with magic of any kind, other than taking the blood of their victim? Transformation into a bat know... (to increase the speed of movement in the world). The system of parrying and rifts may be worth reviewing and improving (sometimes the enemy blocks 100 hits out of 100). Well, just in case, let Kaliska will learn to crouch (maybe it will add a little sexiness to the game (+stealth at the time of sneaking up on the enemy) ). P. S. If will appear more ideas, be sure to make them in my message.

Chris

While i would not expect this. How the magic and movement was done in the game "Vampyr" was pretty sweet.

zyratuz

Just an idea. Maybe add ability that enemy can bash or knock down Kalyshkah by some heavy attack (with some probability). And in this case Kalyskah falls onto the ground and enemy could try to catch her and having sex ;) But also there could be some way to resist and stand up for her. And Kalishkah also can knock down the enemy and do the same...

WH_BlackPanzer

Vampyr does have a good battle system, and also the theme does match. The same thing goes to The Witcher 3 too. However, I do like the parry system. Perhaps we need to polish the blocking direction thing better, something like Mount and Blade. I think we can have the RMB as guard, rather than just moving the mouse to the direction you want. The current blocking system doesn't respond to the mouse well.

zyratuz

Still waiting until Royal Blood tier buddies find all the bugs in the 0.8 version for in order to give us a new release. ;)...

lustfulillumination

We are using the RMB for Parrying attacks now, what problems are you having with changing guard direction with the mouse? We would surely want to check if something can be improved on this side since it's very important. Another thing we did this week was to make the enemy 'bounce' when you block his attack, this should help to make things more responsive.

lustfulillumination

All sex scenes on our game are consensual. And the courtesan questiline will be the fist profession we will be adding. So on the next few months we will have plenty of quests to make the erotic content more present on the game! There is a refinement on the animations we have to come in late august or september too.

lustfulillumination

We improved the speed of the evasion to make it less 'roll' and more 'side-step' like.. But we will see how we can make it flow better from evasion to attack, I think this way we will be able to have a good mobility while fighting.

lustfulillumination

We have big plans for the blood buff, in time, every attribute will change it in certain way it is active: Strength: Will increase the jumping height Dexterity: Will increase the running speed (And stealthiness when it comers the time to do it) Charisma: Will improve seduction and other checks during dialogues Sorcery: Will decrease the blood buff cost and spell damage (once we add those) Vigor: Will increase the health restored by the blood buff, but also it's cost. Logic: Will make lootable and intractable objects glow. The distance of the effect will increase with the attribute level. Those will be added slowly, but steadily after we spend sometime refining the combat and other vital mechanics.

lustfulillumination

I don't think we will be able to add jump during combat because it could complicate things a little, like we having to add a new animation for attacks in mid air. But we will make the mist form available when target is locked.

lustfulillumination

The release of this month will be kinda 'temporary'. We will need to release a few new patches for the vampires through the next month to add the quests. Some of them are done on the writing side but we had some unexpected problems that made we have to put more effort on fixing problems and adding more quality of life than adding the quests. But august will be more focused on expanding the lore

Anonymous

First of, I love the passion you put into the project. Speaking of the combat system, it already improved by a lot compared to the earlier iterations. Though I think the combat system can be improved further. Currently I had the feeling that fighting is rather dull. You just block one attack and then just hit back, rinse and repeat. As soon as more than one enemy are fighting against you, the combat system seem to fall apart. If I compare the system to another one I know, the closest which gets into my mind is "For Honor". It has the same directional blocking and attacking, but has some other features layered on it, which results in some form of reflex based chess combat. I think Kalyskah could profit if it "copies" a few features from For Honor to make the combat more diverse. I also have the feeling that the weapons feels rather samey. There is not much of a difference on how you fight with them, they just have different speed damage and ranges. Suggestions: - Make the switching of guard stances "faster" (well at least it feels rather clunky and slow to switch them. With being able to faster switch the guard stance, you can get a more reactionary combat system. - Add special "abilities/features" to the combos of different weapons. For instance For Honor has a "guard break" attack at a few combos of different weapons. These attacks ignore the guard of your opononent. The result is that you need to use other means to defend yourself rather than guard. That keeps you more on edge and gives you as player another tool in your set to fight enemies. - Add a flinch/stagger-bar to the enemy and Kalyskah. The idea is that each weapon fills up the flinch bar differently. After it is full, the character flinches and now you (or the NPC) could prepare a slower, yet more powerful attack. With having staggering/flinching based on a bar, you would also not just be able to stagger enemeis to death, like you could do in a lot of cases in Dark Souls. That would also allow you to eventually give other abilities to weapons. For instance an additional frost meter for a frost proc from your magical frost weapon, which slows enemies down when the bar is full. So after the initial feature of a bar and procs which fill up is coded, it should be rather easy to add other abilities to any kind of weapon. These two suggestions together would also help to make weapons feel less samey and offer more diversity. You could have a quick yet short Dagger, which does low damage and low stagger, but allows mobility dodges to left and right mid combo. Another weapon could be a slow yet long big two-handed weapon, which does high damage and high stagger and has a guard-breaker in some of it's combo moves, yet lacks mobility in it's attacks. Or a quick and long and spear which has low stagger and low damage, but gives you range to fight, but not much mobility in it's combos. - Add grab attacks with fancy animations to combat. Once again shamelessly stolen from For Honor, but grabs are another layer to get around blocks and keep you on your toes at combat. ... just as few suggestions, but I hope you get the general idea which I propose here, to make combat more diverse, rather than a "binary" block/attack system. In general I think it would be advisable to check out other games, or ask players of such games, how the combat system there is and get some inspiration for your own game.

lustfulillumination

We have the idea to add the grab soon, and then Kalyskah would be able to bite enemies that she grabs. We will also add the 'buff' system eventually. For now the attributes are being reworked in a way that adding more complexity will be easier.