▲ 7 r/soulslikes
Need early feedback for some prototype mechanics
So Ive done some adjustments for some of the mechanics in my soulslike prototype and I want to get more early feedback before I move on to the next major mechanics (blocking/parry).
I wanted a relatively faster ,more active combat that is based around movement mechanics. More hit and runny and position based rather than parry everything/stand your ground roll whenever needed style of play. So to support that I have decided to implement the following mechanics:
- HEALTH ORB MECHANIC- Damaging enemies at certain threshold (75%/50%25% enemy max hp) would have a chance to drop a health orb that heals the player when picked up for a certain % of his max hp. The orb disappears after 5 sec if not picked up and the lower the enemy hp the lower chance for it to spawn but the healing effect is higher. Killing an enemy have a very high chance of spawning an orb. WHY THIS MECHANIC? I wanted something similar to BB's rally mechanic, a way for the player to regain hp while actively engaging in combat. I wanted a complimentary mechanic to the usual flask healing. Original thread for this > https://www.reddit.com/r/soulslikes/comments/1rjy3dd/opinion_on_an_alternative_in_combat_healing/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
- MORE MOVEMENT MECHANICS- Of course the good ol dodge roll is a staple but I wanted more mobility options for the player. So I added a back step, a dash and a double jump that only consumes stamina for the first jump. Initially I wanted to limit them so players can't spam them by giving them charges that regenerate overtime. That comes with issues as I found out while testing, thread here > https://www.reddit.com/r/soulslikes/comments/1s1zk2d/lets_discuss_movement_mechanics_in_soulslike/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_buttonWHY THIS MECHANIC? I wanted more mobility and defensive options for the player to aid in combat positioning and also with some exploration/platforming. I ended up making the dodge roll and back step just use the regular stamina bar to limit them. Both have I frames, dodge rolls allows you to move forward a certain distance but can be also be used while in midair while the back step is faster but the distance is shorter and uses less stamina. The dash moves you farther on a straight line on the ground or in the air, useful for closing up gaps, repositioning, picking up hp orbs and platforming. For now I have charges for it, max 2 and recharges automatically every 3 secs or so.
- FREE CAM WHILE LOCKED ON - So to facilitate the more hit and run, position based combat I'm playing around the idea of scrapping altogether strafe walking while on lock on. The player's camera still centers around the enemy you are lock on and you can switch targets but your movement isn't limited on strafe walking and always forward facing. You attack,dodge,dash where your player character is facing. I also made it such that your character smoothly rotates to where your camera is facing when you attack, so that for example when you're running away from the enemy and your camera is looking back you don't need to physically make your character look the other way before you attack. Having it this way also helps when fighting mobs since you're movement and vision isn't constrained as much.This is the biggest change I'm experimenting on but I like it so far.
- OTHER SMALL QOL CHANGES - I made it such that the camera zooms out automatically as you come near a bigger enemy and zooms back out when you get out of its range.
- MISC - I'm also playing around the idea of having like a vulnerability system for enemies. It works like this - enemies only do hit reactions at certain hp threshold, for example 50% health. Its easy for players to stun lock normal enemies by chaining attacks so maybe in NG+ or the elite enemies don't play hit reaction animations like bosses until you get their hp to a certain amount or something. I dunno, maybe don't remove it altogether but adjust the recovery time as they lose hp. THOUGHTS? ANY FEEDBACK OR SUGGESTION IS APPRECIATED.
u/Hyp3r_Cub3 — 2 days ago