Melee overhaul part 2
Project Kobold's Tale » Devlog
(This vid has sound, though sounds are not final)
Spent today doing part two of my melee combat overhaul!
I implemented a poise system on enemies (noted by the blue bar above them)
It works like this:
- Enemies has a poise value, and every attack you do does a certain amount of poise damage
- While an enemy has poise, your attacks will not hit stun them. As soon as they reach 0 poise, they are hit stunned and become "poise broken"
- Poise broken lasts a short time, allowing you get in a few hits, before it refills to full.
- When enemies some enemies attack, they also get super armor, during which their poise cant be reduced, and they cant be hitstunned.
- After finishing their attack, enemies will be set to 0 poise, giving your a short window to attack.
Also note, the blue bar will not normally be visible. I plan to have a piece of equipment make that bar visible, but there will be other things that also can go in that same slot. At the moment, its just permanently on for testing purposes.
If you'd like to give this a try yourself, the latest web and windows builds are up to date with these changes
Files
ProjectKoboldsTale_2-12-23.zip 26 MB
Feb 12, 2023
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Project Kobold's Tale
A kobold based metroidvania
Status | In development |
Author | NonEuclideanOtter |
Genre | Platformer, Action |
Tags | 2D, Dragons, kobolds, Magic, melee, Metroidvania, Pixel Art, Prototype, work-in-progress |
More posts
- small visual update!Feb 16, 2024
- Autosaves, Havens and CheckpointsOct 14, 2023
- 7/12/23 update Time DilationJul 12, 2023
- 7/9/23 updateJul 09, 2023
- dev update : scrapping my weapon workflowApr 11, 2023
- Shiny Rocks updateMar 16, 2023
- Rapid fire updatesMar 12, 2023
- Boss update and gamepad controls fixedFeb 27, 2023
- Magic, mana, melee, and tutorials!Feb 25, 2023
- Of poise and magic!Feb 21, 2023
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