Legends of Rahnok: Designing a Melee Combat System
In this latest instalment, I am excited to unveil the critical facets of the melee combat system within Legends of Rahnok. The gaming experience has undergone a transformative shift, particularly in battling ghouls and other formidable adversaries. Notably, there has been a deliberate reduction in player movement speed, coupled with a revamped damage calculation method that considers weapon types and player attributes. With that said, let's delve into the intricacies of these changes!
Player speed
Upon drawing their weapon, players will notice a reduction in their movement speed. This intentional alteration has been implemented to cultivate a heightened sense of strategic gameplay reminiscent of dynamics found in turn-based games. It's worth highlighting that this adjustment doesn't compromise the game's immersive first-person essence; rather, it amplifies it. By preventing players from hastily backpedalling out of an adversary's striking range, a newfound level of engagement and challenge is woven into each combat encounter.
Stamina bar
The implementation of a stamina bar, reminiscent of early FromSoft classics like KingsField and Shadow Tower, adds a layer of strategic depth to the combat experience. When a player executes an attack, their stamina bar is entirely drained. Swift rejuvenation post-attack encourages fluid engagement, keeping the action flowing. Notably, the recharge rate hinges on the weapon's attributes, imparting a sense of realism and nuance to the arsenal selection. This further distinguishes between the heft of weighty weapons and the agility of lighter counterparts. A crucial facet to remember is that an attack initiated with less than a full stamina bar translates to proportional damage output. As an example, if the base damage stood at 100 and the stamina gauge reads 50%, the resultant damage will equate to 50 points.
Weapons and player attributes
Combat intertwines weapon attributes and player attributes to shape each strike's impact. Anchored by a foundational damage value, attacks meld the might of a weapon with the player's attributes. For instance, given a sword that is endowed with 50 points of damage potential, and has a prerequisite that the player has a minimum strength value of 10. Should this threshold remain unmet, the attack's force diminishes proportionally. If the player's strength hovers at 5: their capacity to inflict damage dwindles to 25. Conversely, a strength attribute of 20 unlocks the sword's full potential, augmenting its damage output to 100. An upper limit of 200% and a lower threshold of 10% rein in fluctuations, preserving a balanced combat experience.
Damage types
Within the realm of Legends of Rahnok, there will be many diverse damage types, yet the core of the melee combat system hones in on three categories: thrusting, slashing, and bludgeoning. This triad is woven into the fabric of each weapon's identity. For instance, clubs and maces primarily deal bludgeoning damage, while spears and daggers deal thrusting damage. Swords will deal slashing damage, while axes deal a combination of slashing and bludgeoning. Depth emerges as players align their chosen weapon with their unique attributes. Bludgeoning is bolstered by the player's strength, agility improves slashing, and dexterity adds to thrusting damage.
Techniques, and skills
Legends of Rahnok's will boast a rich selection of techniques and abilities, tailor-made to complement the player's play style. Just like weapons, each technique deals a predefined amount of damage which intertwines with the player's attributes—strength, agility, and dexterity—lending individualized flair to each engagement.
In the present iteration of the game, a trio of predefined techniques is at the player's disposal. However, this ensemble will be increased in the full game and be integrated with the procedural generation system. This system will ensure that the possible selection of techniques will be new in each playthrough, ensuring no two experiences are alike.
Stances and Combos
Each technique is linked to a specific combat stance, offering three distinct styles. Each style has its strengths and weaknesses against other stances, akin to a game of rock-paper-scissors. If a player uses a stance that's advantageous against an enemy's stance, they gain a combo point. Conversely, if they use a disadvantaged stance, they lose combo points. These combo points elevate the damage of the next attack through a multiplier. A maximum of three combo points can be amassed for heightened impact.
The Enemy
Other changes added in this update
- Enhancements have been added to the first-person player controller.
- Added health bar and stance indicator above the enemy's head.
Files
Get Legends of Rahnok
Legends of Rahnok
Explore a procedurally generated roguelite world.
Status | In development |
Author | GamePasta |
Genre | Role Playing, Adventure |
Tags | Action RPG, Dungeon Crawler, First-Person, Procedural Generation, PSX (PlayStation), Retro, Roguelike, Roguelite |
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