240117-Devlog
Update: 24.01.17
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I'm happy to announce the development is pretty much alive and taking shape faster than I thought it would!
Switching to 3D solved a ton of problems, helped speed up my creation process & I'm beginning to have a lot of fun.
Firstly I've extended the combat state by introducing Weapon States.
- When in Exploration State the weapon is sheathed. (WeaponStates.Sheathed) - Here we are platforming, interacting with environment, interfacing with tech, perhaps very limited social stuff, let's see. In the Sheathed state, the weapon is going to be in one of the weapon slots. For now, our pistol is on our Right Thigh. Some weapons are carried on the back slots , some on forearms (MultiTools, knives, med kits...etc), on lower back (a small shotgun perhaps like in Mass Effect).
- When we enter Combat State the weapon is drawn (WeaponStates.Drawn) - The weapon is now in our hand. If it's a projectile weapon (Projectile or Hitscan) we can Reload, Bash, Aim, limited platforming..etc. Atm we can't shoot but I want to introduce Hip Shots at some point, with much lower accuracy. Hip Shots are when you fire without aiming. If it's a melee or an unarmed weapon, we can fight and do platforming, will depend on the type.
- When we press and hold the Right Mouse button we enter the Aiming or Alternative Action states. The Aiming state is for projectile weapons, it prepares the weapon ready to fire, and we can aim now. The Alternative Actions state is for melee & unarmed weapons, where we can evade / roll / dodge, parry, block (if with a shield) and do some alternative attacks. In both Aiming and Alternative Action states, character now faces weapon direction with a different control scheme where we can walk, dodge, roll backwards, and our jumping /platforming abilities are limited.
Note that a lot of these features are in development but the basic state machines work.
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Secondly we have a new extension of our rolling ability, Roll Landing (or Landing Roll, I'm undecided).
If our speed is beyond a threshold (vertical + horizontal combined, but I think my code is a bit off) we initiate a roll when we land (Hit the ground). Same properties with the manual roll, however it's planned to reduce / negate falling damage depending on the height.
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Third we have a new Sliding ability. It's pretty much like dashing / rolling, we initiate it if we're running and we press the down key. The difference between Slide and Roll abilities in mechanics is that you can attack or aim when sliding.
I would greatly appreciate feedback and your opinions!
Of Hounds and Old Gods
A 2D Stealth Microvania in development
Status | In development |
Author | dovau |
Genre | Action, Platformer |
Tags | microvania, Stealth |
More posts
- Of Hounds and Old Gods - Devlog 12.07.2023Dec 07, 2023
- Of Hounds and Old Gods - Devlog 22.11.2023Nov 22, 2023
Comments
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Loving this update, I like the ability to be able to negate fall damage by rolling, but I would assume beyond a certain height it would no longer work. A possible feature in junction to this could be a wall grab/slide, seems like it would be fitting for this character. Maybe that could be something you unlock as the game progresses if you don't want it to be a starter ability. Keep it up, this is looking great.
Hey man thank you for the comment! And you are absolutely right - right now it looks like this:
Landing hurts you, long falls kill. If scope permits I would love to work on an injury mechanic (broken leg, arm, cranium..etc) let's see how that goes. Land-roll skill mitigates some of the damage. Wall hanging, Vertical climb, hanging (ceiling) are going to be mostly determined by equipment, while their softer versions (Wall sliding (cling), Wall Run (Vertical) or as in example Landrolling I plan to keep in skills.
So it's nice to have a landing roll, for game progression though it's going to be necessary to acquire certain items or mods, while skills can provide a variety in gameplay.
I'm open to more suggestions btw feel free to hit me up!