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Design Bible Updates - Core Combat Loop Foundations

🕑 Added 2022-03-24 00:45:03 +0000 UTC
Design Bible Updates - Core Combat Loop Foundations

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Loving the idea of strategy and challenge. Of course it might not be to that much of an extent but with Elden Ring trending with a wider audience, i can see other fairly challenging games getting attention as well

love the music and the visuals look good

I love the dual wielding! maybe it could be a temporary thing that unlocks when you have a certain ruin equipped or pick up a certain item? then it wouldn't be all the time, but still a fun "mirror" aspect ;)

AniFae Kusanagi

Question: Will weapons themselves have the ability to Level up or be upgraded, to make their attributes or damage more lethal? Also, do you plan for stylish mid-combat cinematic attacks that are prompted on screen to be triggered? (such as if you pull certain combo chains etc). I can understand this phased attack and i think its a great idea! Heck yeah i cant wait to get into some stylish Hack n' slash action!!

NecromancerforLife

I want to answer the first question. Yes please vorpal Blade akimbo.

Richanne Matthews

I think this loop sound fantastic so far! Question: Is it possible to unlock rewards for successful use of certain weapons at higher difficulties? Purely for example, say that successfully using a pepper grinder on Nightmare difficulty while facing off against, say, Dee and Dum at the carnival would unlock something like an exclusive "carnival" skin for the pepper grinder.

Honestly this is absolutely perfect for Alice! I love thw idea of having this very cohesive combat loop to use and make your own. And u think this has been some of my favoritepart of development (I say that alot tho so ig I just like it all) i'm also happy that the vorpal blade will be the weapon you use the most (I usually do in AMR) because there is something profoundly satisfying about the hacking and slashing while your attacking and enemy. I'm just really enjoying the music and the actualy videos explaining things. It makes for a very visual experience! I can't wait for the next post. Also thank you for being willing to explain things!

Alex Crowley

All good! It's lots to take in. These concepts definitely describe the "ethos & approach" to the foundation of potential coding and structure of combat in-engine. These concepts are broad ideas and attack phases, that will (hopefully) be translated into full game-play if Alice: Asylum is greenlit for development. Hope that answers your question a little clearer :)

Alex Crowley

Heya Wendy, I'll try and answer here, but I expect the best way to answer this would be to create an actual potential boss encounter outline in the DB, with different phases, and you can see this all in a potential flow in action. Firstly, perhaps the language I've used here to explain in the diagrams might be too 'extreme' against the ranged weapons, so I'll try and clarify. All weapons will definitely be used in Boss combat. That's what they're there for. But, rather than sit at the end of the map, spamming long-distance shots, with one weapon, I envision the battles like a kinetic puzzle, with different phases. As a loose example off the top of my head, imagine that perhaps you'd need to "shoot the hands of the enemy" and then they'd be stunned, falling to the floor, and you could run in and hack away with your Vorpal Blade to deplete the health bar and do some serious damage. You place yourself in harm's way doing so, so we want to balance the experience with high-risk, high-reward plays. Similarily, the Vorpal Blade has significant narrative weight in Asylum, so while I could see the Boss enemy's health being chipped away by other weapons, or stunned, killing blows and where it matters, we want to use the blade. I think this design decision is also more weighted against the previous games experiences, where the Ranged Attacks, (like the Teapot Cannon in AM;R) could be spammed in battle very effectively, with the player running away, and negating or leaving other combat options redundant or obsolete in comparison. Ideally, all weapons will have their time in the sun, but we want that combat loop to be satisfying in Boss Battles too. All early ideation at this stage, but I think looking at the attacks available in the Ranged Weapons, a lot of them are VERY powerful, so it's all a balancing act in the concept at this stage. More to come, hope that puts you at ease a little!

Hey I'm not the brightest, can someone elaborate for me? The diagrams are making me think combat is simply a rock paper scissors quicktime kind of deal. Is he explaining the coding?

Wendy Jaa

QUESTION: Why are bosses only able to be damaged by the vorpal blade? Wouldn't it make sense to have the whole arsenal available to use?


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