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ChimeraZak profile
ChimeraZak
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ChimeraZak
Horny man from πŸ‡ΊπŸ‡¦ who drawing pixel-art πŸ”ž games and animations!
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  • Pixel artist πŸ‡ΊπŸ‡¦ πŸ”ž animator πŸ”ž game developer πŸ”ž
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Displaying posts with tag Build.Reset Filter
ChimeraZak
Public post

Fight System (Beta)

Hi! As promised, I'm releasing the build with the improved fight system.
Why is the beta and not final? Well, it's still not the final, polished build. Sounds are missing, as are some effects. There's also no combat tutorial as such β€” there are only control prompts β€” so there's still work to do before the final version.
So what exactly is different from the last version?
  • The player's animations have been drawn and added.
  • A special attack for the player (requires 3 attack charges).
  • A rework of the fight with the dummy.
  • Special scenes for the plant girl and the goblin girl (two each β€” one where they perform the special attack, one where the player performs the special attack).
  • More backend stuff for adding new types and conditions to fights more easily.
  • New, cleaner sprites for the enemies (some aren't fully finished yet).
  • Additional sprite indicators for the enemies' HP (they look tired).

Earlier I described various ways the fight system could be improved further (staggers, parries, armour breaks) β€” and here's what they turned into.
I dropped staggers. The idea worked, but instead of knocking enemies down for the player's grab, I decided to make the conditions for the grab depend on the enemy.
Parries stayed. The main example is the dummy. She'll start parrying your attacks once her HP drops by half, and only then will she let herself be grabbed.
Armour breaks I changed into attack interrupts. Some weak monsters, like the slime, won't be able to carry out their attack if you attack them while they're winding up for it. Right now this is done badly, but I'm planning to expand it so that some enemy patterns have the option of being interrupted this way. Most likely I'll add special indicators for understanding this later on.
As for the next steps and builds. The combat system is almost finished, and all that's left is polishing and refactoring the code (making it cleaner, since I was testing different methods and now there are a lot of functions in there that don't do anything). So the next step, as I wrote earlier, will be the update to the world exploration system. I'll write about that in the next devlog, since I got a bit tired making this build β€” I'll take a couple of days off.
As for a final build for the combat system: there won't be one. The fully polished system will be in the updated base build of the game.

Anyway, thank you for your support and for waiting! I hope you'll like what I've made!

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