Update: Expanded Attack Result State feedback
I got complaints that the attack resource was initially unclear.
To be fair, they've got a point. I literally have no tutorial, and you're given little yellow bars that you could easily miss with zero context.
But I also received complaints that the three main combat interactions, Succesful hits, failed hits, and enemy attacks, were also unclear. I decided that would be what I'd tackle today.
+ Enemies now Lunge at you when they attack.
+ When you fail an attack, you get a Sound Effect, a visual effect, and blood splater on your character.
+ When your attack resource refills, you get an audio cue to signal it.
This was also a system expansion and normalization update in the background. Previously I was still operating with Prtotype tier code that didn't allow for quick expansion and setting outside of going into prefabs.
This is no longer the case.
Next up on the chopping block I suppose is experimenting with Hit Stop when certain key events happen ( Like when you make a mistake), zooming into contextual areas to amplify that, and... I suppose at this point it'd be prudent to expose an editor to allow people to input different values for characters.
Steel Circle
ARPG Circle strafing taken to the next logical extreme.
More posts
- Update: Unlock systemApr 22, 2020
- Update: Upgrads and Persistent StatsApr 15, 2020
- Update: Experimental 3D Asset integrationApr 06, 2020
- [Update] Sound, Menus, and Asset UpdatesApr 01, 2020
- Update: Entity Attributes, UI, and Dynamic SpawningMar 26, 2020
- Update: Enemy Threat Modification + Camera FeedbackOct 31, 2019
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