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 — there are only control prompts — 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 — 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) — 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 — 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.






Alright - The combat system has progressed tremendously in the right direction. I dunno if the players special attack can result in a win yet? (I spammed Z like crazy and I only got three almost penetrations but I presume that the animation and stuff isn't exactly done so it's not winnable). Aside from getting a combat tutorial (The plant girl special attack defense was tricky cause I didn't know if it was for mashing or holding the arrow key when the tentactles came at you), this stuff should be lock with the future alterations in the works.
Okay the new system of fighting is better. I dont like change, hell I hate it. and ill mask a complaint as a form of "I dont want this to change" but honestly Im enjoying the smoothness and now more fluent form of combat, attacking and blocking at the same time! im excited for further gameplay, the future of your development with it, and the scenes coming with new enemies or changes with old characters. I wouldnt mind fighting the blacksmith, she looks strong! however you go along with your development, Ill support it gladly