Alchemie game - combat system introduction

Recently, I've started to work on the combat system for my unnamed alchemie game.

 

Combat is going to be a central aspect of the game. Some resources are meant to be only obtainable by hunting and fighting animals/monsters, thus making combat inevitable to proceed in the game. I'm also planning on story related battles in the future.

 

The combat is action RPG-like: In real time and dependant on the player's attributes.

 

Thus it is required to consider enemy behaviour and weapon range during battle.

 

 

The total damage dealt depends on the damage value of the weapon/spell (obviously).

This value gets modified according to the attacker's attack value and the defender's defence value.


 If both are equal the attacker deals full damage.

If the attack value is about 150% of the defence value, the defender will recive double damage.

If the attack value is only about 50% of the defence value, no damage will be dealt.

AI and 3D model for the enemy are not made yet. This is just a small demonstration.

 

However the damage calculation as well as the floating billboard health bar and letters are done.

The shader for the billboard grafics can be found on the assets page for free.

 

The animations of the character are likely to be improved later.

Write a comment

Comments: 2
  • #1

    twobob (Monday, 08 December 2014 13:50)

    looks decent. I would go with a higher camera, rotated more negative x, just my two cents.

  • #2

    Grimm Benjamin (Monday, 08 December 2014 15:59)

    Thank you for your comment.
    Unfortunately, my job currently requires my full attention and leaves me with no time for working on my games.
    Your comment is none the less appreciated. When I find the time to work on this game, I will definitely take it into account.

    sincerely
    GrimmReaperGames

grimmreapergames development diary

Sign up for my development diary .