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Update v.03 Goals

🕑 Added 2014-08-03 18:58:30 +0000 UTC

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Anon42

Wow, comments galore, lol. First off, I'm pretty sure I mentioned it before, but the controls WILL be customizable. I already went over the control scheme, moved everything over to WSAD, and prepped it for easily implementing customizable controls later on in development. I already went over the controls and got everything mapped out for how it should work, though. The combat won't be quite as complex as you're thinking with the QWEASDZXC thing - not a fan of that particular control scheme, as it's not possible to reach every key as easily as it should be. It's got more in line with Super Metroid. It's not really an RPG in the way you're thinking. It's got upgrades you find around the map, but you don't get levels or skills through leveling or anything like that. It's a primarily projectile-and-mobility focused combat system, and it's going to stay that way. My next game after Crisis Point, though.. who can say? ;) I'll be posting an update tonight with the control scheme I have planned as well as my current thoughts on dodging. Thanks for all the feedback, Sarul and Cain!

Example of setup: Buttons- Q - W - E = Maybe cycle buttons?? quickly change dodge moves/ dash - A - S - D = assignable skill = assignable skill - assignable skill Z - X - C = jump - shoot - aim Or even better yet. Allow the player to take control of the setup? It would depend on the size of the game/skills thought i guess and if what has been said if the combat is going to be a factor towards the animations. multiple animiations depending on what angles the heroine was grappled from

After reading the comments below, yes it depends on the animations as well

Example of setup: Buttons- Q - W - E = Maybe cycle buttons?? quickly change dodge moves/ dash A - S - D = Dodge catagory - Melee attack - dash catagory Z - X - C = jump - shoot - aim

I like the concept of all three, but, in saying that i do agree with your point of not wanting to over complicate things and to keep the "simplicity". in my opinion it would depend on the depth of design to the game. Whether Alicia will have all skills active at the one time or rather if the player gets the option to choose active skills through either a point, levelling system with multiple categories; with several available skills, but only being able to use one at a time to start with and progressively having more availability later on... In short adding a lot of RPG aspects to the game I do like the idea of skills being used in both combat and further achieving your goals when finding more skills. This rest sounds good to me and sorry about the multiple posts that i deleted, there isn't an edit button =/ oh well

Anon42

I thought about that too. The main reason I'm concerned about it is that a rolling animation would undoubtedly take up more vertical space than a slide. A slide can easily be flat against the ground, but a roll would require a bit more room than that. For context, I was thinking about having the tunnels be 1/3rd of Alicia's height and I'm not so sure I can fit a natural-looking roll into that tiny space, y'know? Animation is a fun gig, lol

Kayin Sparkle Twilight Dreemurr

Well, let's see. Its a roll, so your going low to avoid attacks that would be aimed at your head or midriff. So those attacks would all miss. However, attacks that would come in from a low angle (for example, tentacle traps) would snag you and have its way with you. As for it being a one trick pony, I again don't see that as being true. Just have it act like a slide would.

Anon42

Well that opens up another can of worms, like "how do I know which attacks can be dodged?" An easy enough question to answer, but still. And it doesn't really have anything to do with the reason I brought this up, which is that dodge rolling is a one-trick-pony that can't really be used for much other than evasion. I want multifaceted abilities that can be used in different, interesting ways, whether it be combat or traversal or puzzle solving. Dodge rolling is a bit limited in that regard.

Kayin Sparkle Twilight Dreemurr

I don't see what the problem is. Make the dodge roll so that it evades certain types of attacks, and everything else you get hit with.

Anon42

Keep in mind I'm designing Crisis Point to appeal just as much to people who want to play a game as people who want to see some hentai. The main reason I'm hesitant to use dodge rolling is BECAUSE it would simplify things so much - dodge rolling essentially has one purpose and one purpose only, evasion. The game would get very boring very quickly if every individual element was only useful for one thing. Designing a fun, engaging experience is about how all of those elements mesh together.

just go with dodge roll. i want a decent understandable platformer, not sliding combos or super precise timing bursting. maybe even have different animations and range to rolls. like a roll backwards will be done a shorter range that a leap roll forward (that maybe, should be done by sprinting+roll). to make the players not abuse the roll get something like a forced delay or a stamina dependancy


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