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The combat system of Caverns and Dryads: may I update?

This week there is no notes because I'm working hard on the story and new features for Caverns and Dryads. I just didn't do anything else!

Although combat is already quite fun, I think I can make it even more. So I am thinking in features that I can add or things that I can change to make the combat more engaging

This is a list of features I may add to the current combat system.

Features to increase the understanding of the interface:

  • When Tamzyn’s energy is low, make the bar flash and also highlight the red potion. This way, for new players it's easy to understand, and for existing ones it helps them visually.
  • Same for the blue potion and mana bar when mana is low.
  • If you are in boost mode after a defend manouver, make the attack icon flash. This may be a visual hint like the "charged" status in hack and slash games.
  • Check whether the defense bonus or attack boost is excessive, or tie them to a player stat. 
  • Improve the visual effect of the berserker monster power. The current one is crappy and I know it. I think players don't really know what it means.
  • Flash the attack, defend, and book buttons on the player’s turn to make it obvious that you must choose one. Once you choose, the flashing stops. 
  •  Add a charge bar for the monster’s power or attack so the player knows when it will strike. This may increase the emotion of the combat.
  • Review the combat log text so it shows hints about what is happening, or messages about stats, rolls, power charge, etc.
This last feature is important because now it is mostly narrative but I feel people don't read it, and you really don't need to read it. It may be more practical to use it to display rolls, or results, so it becomes more informative. 

I also thought in features to add more possibilities when you attack or defend:
  • Defense modes: dodge or block. Dodge is all-or-nothing depending on Dexterity, as it works now. Block always takes damage but gives a small armor bonus and grants an attack bonus on the next turn.
  • Two attack modes: normal and feint stacking. Feint works like Tiny Dice Dungeon: you roll and accumulate. If you roll a one, you lose and become exposed with reduced defense. Extra dice depend on Tamzyn’s level.

I am still thinking in more ways to make the combat even more crunchy and versatile, as you spend a lot of time on combats when you are exploring. 

I would love to read your ideas, opinions about these features, and your suggestions. I will implement anything that I feel fits the game!

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