Sunday, October 6, 2013

Mechanics.

This isn't a visually cool post, but it is worth mentioning anyways.
MECHANICS!

Mechanics mechanics mechanics! That's right, basic mechanics have finally filtered their way from paper to progress in the game. Player's can kill enemies and obtain a certain amount of energy or have the choice to attack with less damage but sort of "syphon" energy out with each strike, making for a little bit of risk/reward. You have to be a bit closer to the enemies to be able to hit them with that "syphon-y strike thing" (placeholder name...)

Then we have the pause screen laid out pretty simply again with some placeholder elements. But the inventory will show blank "slots" where different objects can be collected and fill up. It's a bit more like The Last of Us rather than World of Warcraft. There are a finite number of objects to collect in the game and I want players to see silhouettes to pique interest. Plus I think it looks neat, sue me.

THEN we have the stat leveling mechanic, which I am particularly excited for. Think a 2D Dark Souls with basic stats and you have Ouroboros. Use the energy collected (see above ;) ) to boost one of your 3 major stats (strength, defense and wisdom) and that value to pay to level the stats goes up universally after every upgrade. I want the upgrades to feel substantial, but not overpowering. The moment you go from doing 2 damage to 3 with the test enemies in place... It does feel nice.

Next to work on is the crafting mechanic and how equipment will work. This will make or break the game, and hopefully it will make it because I want it so bad.



Anyways, long story short, things are happening. Excitement excitement excitement.

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