Category: game development

Progress Update #1

01/19/2016

Some of the more technical system changes and additions took far longer than expected, so we didn’t get to finish all of what was planned. Such is the way of development.

Started Daggers

We started the work on implementing the daggers. We’re still trying to figure out exactly how we want the player to hold them so they look properly menacing.

We’re very excited to get these into a decently working order soon!

Dual Daggers

Working Shuriken

The shuriken throw ability is very fast paced compared to the fireball, and it’s quite fun. We still have to tune though, but we’re very happy about how the ability is turning out so far.

Here, the player throws 3 shuriken and then spends a portion of their mana pool to “reload” and spawn 3 more. The shuriken is the first ability in the game to rely on an ammo system.

Shurikens

Force Blast Projectile Reflection

This is a… blast! 😛 We still want to tune this ability to make it easier to pull off. Right now it requires some extreme baiting/predicting. A bit too much for the payout… but when you do pull it off, it’s really satisfying.

Force Blast Reflect

Updated Technical Items

  • Mana System
  • Ammo System
  • Improved poise system
  • Damage system refactoring

Posted by: Eluem on 01/19/2016

Weekly Goals – January 11, 2016

01/11/2016

New Weapon

We would like to introduce a new weapon to Helheim so that we can get a more well rounded concept of how to test the core game mechanics. So, the next weapon we’d like to test out is a set of dual daggers. It’s on the opposite end of the speed and size spectrum so we think this would be a great way to test the bounds of the game space, especially once we get the daggers pitted up against the massive great sword.

The daggers are going to feel a lot faster in general with a much larger emphasis on forcing the dagger use to pressure the enemy to secure
significant damage. They will also have a much harder time staggering the enemy.

New Abilities

We’d like to add some more abilities to the game to get a feel for how our unqiue loadout customization system will feel. In the current design, the player chooses a weapon and two abilities to make up their loadout. Right now we only have one weapon and two abilities, so there’s no choices to be had. To remedy this, we’re planning on adding the following abilities:

Force Field Wall Ability: This ability will generate a tangible wall in front of the user, at the cost of some mana. This wall will act like any normal low wall, blocking player movement and attacks… and then will disapear after a short period of time.

Shuriken Throw Ability: This will be our first ability to take advantage of our ability specific ammunition system. You’ll start with 3 shuriken and after using all of them, attempting to use it again will spend some mana to generate 3 more.

Spice Up Current Abilities

We feel that the two abilities in Helheim right now, Fireball and Force Pulse are a bit lacking, so we’re making the following changes to help them out:

Fireball: Adding a charge up mechanic to it, allowing the player to fire it at the current speed for the same effect as before, or they can charge it up and release a larger fireball with a more impressive explosion at the cost of additional mana.

Force Pulse: This ability is going to have the additional effect of being able to reflect most projectiles. We’re also going to tweak this ability so that it can be pulled off a bit more easily (most likely by casting faster, but we still need to do some testing).

Technical stuff

  • Implement Mana System
  • Add an ammo system for abilities (so that individual abilities, such as the shuriken can rely on their own internal ammo)
  • Improve poise system (allow actions such as attacks to grant additional poise)
  • Refactor some damage system things

Posted by: Eluem on 01/11/2016

Thoughts on stamina

12/13/2015

One of our major inspirations for the core combat mechanics for this game is Dark Souls. If you’re familiar with any of the Souls games (or Bloodborne for that matter), you already know that they all use a stamina system to create a resource that the player must manage during combat. You spend stamina whenever you take an action such as dodging or attacking. This is a pretty straight forward system and it works quite well to force the player to make decisions throughout a fight. We’d like to bring some of the advantages of this resource system over into our game.

However, one thing I’ve noticed with the PvP in the Souls games (and especially Bloodborne) is that the games tend to make offense far more expensive than defense/evasion. Evasion as a whole is generally easy to pull off in response to seeing another player wind up an attack. This can be so consistently pulled off that, if one player partaking in a duel decides that they’re no longer going to fight back and spend all their effort evading, it can become almost impossible to kill them, especially with some of the larger and slower weapons. This is something we’d definitely like to avoid… it can cause tediously long drawn out fights that end up feeling very frustrating.

Another thing we’d like to address with our stamina system is how well it’s tuned to allow players to really take advantage of poor stamina managerment (allowing you to pressure your opponent when they waste stamina), while not allowing you to utterly dominate them for making any mistakes with how they spend it.

We’re trying out a few different things to see if we can address these scenarios and really refine the sense of tactical tug of war that this a stamina system can provide.

Generally smaller stamina pool:

Most attacks or actions will take a quite a significant portion of your stamina. There won’t be any significant attacks or actions that can be easily spammed with out spending a significant portion of your stamina.

Relatively fast overall regeneration rate:

If you can back away from your opponent for a second, you should be able to get most of your stamina back fairly quickly. This will force you to back out sometimes to allow yourself to recouperate between bouts (and gives players time to think), but it won’t take so long that you feel the need to constantly delay. We want to keep you engaged with your opponent as much as possible.

Short time before stamina begins to regenerate:

Even with 1% stamina, you can still execute any action. So, if we allow you to regenerate back to 1% quickly after running out, this allows you to keep fighting back to some degree even when your opponent is on top of you pressuring you. This means that even when you’ve made a mistake, your opponent doesn’t get absolute free reign to unleash a torrent of damage upon you. There’s still counterplay and reading to be had.

Certain actions can cause stamina regeneration to take much longer to begin:

We’re currently experimenting with having certian actions (specifically dodging while you have less stamina than the dodge costs) that will make your stamina have a longer delay before regenerating. The purpose of this is to make it far more difficult to continually dodge away from your opponent. If you decide to dodge away from your opponent while low on stamina, you better make it count. You won’t be able to keep spamming it again and again to easily recover from your mistakes.

(we’re also toying with the idea of making dodging delay your stamina regeneration EVERY time you use it, not just when you over use it. This will most likely make the stamina delay feel more consistent, and it allows us to reduce the base cost of dodging while retaining the tactical depth gained by trying to nerf it)

Map Design:

This is a very important point. With well designed maps, it will be a lot more difficult for a player to continually run/dodge away from the fight with out cornering themselves.


Posted by: Eluem on 12/13/2015

Health and Stamina

11/24/2015

Currently working on initial prototype for health and stamina system.

The current health system uses threshold based regenerating health. When you’re left with out taking damage for a certain amount of time, you’ll passively regenerate health up to the current “threshold” (40, 60, 80, 100). The goal is to keep players in the fight and to force low damage weapons to be aggressive to seal permanent damage.

health_bar3

 


Posted by: Eluem on 11/24/2015

Particle Effects

11/05/2015

Working on the particle effect and audio source managers.

The particle effect manager allows me to spawn particle effects in any position, facing in any direction. This is useful for having debris effects come off walls or blood spatter. The audio source manager allows me to handle similar situations, except with audio projection instead of particle effects.

Initial test on directional blood effects:

Particle Effect Test 1

Simpler blood effect:

Particle Effect Test 2

Wall debris on hit test:

Wall Debris Test

 

 


Posted by: Eluem on 11/05/2015