Radium Knights

Radium Knights

Saturday, March 2, 2013

Project Light Gameplay: Combat

So it's time I spoke about the gameplay. Keep in mind that the conception phase is still in process, and will be subjected to changes depending on what happens during development.

Combat:
So the story revolves around using Lucia's magic shield as a weapon, via it's light magic. Alan Wake is a good starting point to put one's mind to it, but don't think it's exactly the same. For one, Alan Wake's Light mechanics are used to weaken enemies, using it to destroy their shields. The Mechanics for Project Light use it to outright destroy enemies, and is basically your main weapon.

While more attacks are planned throughout development, at the moment the primary light shots from Lucia are straight beams of light, that are focused on enemies to kill them. Basically, a constant laser beam. To avoid this from being a game breaking weapon, it will have no hit stun (Basically the mechanic that when an attack hits a character, they are forced into a flinching animation), and that all of Lucia's attacks with run on a Meter.



The idea of such a bar is similar to the Meters from Castlevania: Order of Ecclesia and Dark Souls (The Green Bars pictured above). Where using your attacks will drain the meter. While it refills quickly, the challenge in those games is not letting your meter deplete and leave you in a vulnerable spot, and also balancing stronger attacks by having them take away more of the meter. That will apply to this game as well.

One final aspect that I wish to discuss is that of defence. Currently nothing solid has been planned, but I am thinking of whether the defensive techniques should be focused solely on the Shield, or doing Action Game style Dodge Rolls.

That's all for now!

No comments:

Post a Comment