I'm trying to make an action game, with these characteristics:
My goal is to make something similar to this, but playable:
https://www.youtube.com/watch?v=OcTeyLXRSVA
When coming up with the details I've thought of 2 different systems, so I'd like to pitch' em both and see which one you guys think would be better (also please feel free to suggest any changes or improvements):
Each combo string is a series of normal attacks (N) ending on a strong attack (S). The length of the combo string determines the finisher like in Musou games, so for example:
As stated before, the player may need a specific attack against some enemies, so he needs to be in control of the combo at all times. This is achieved by using dodge, block and parry offset, which allow the player to keep the combo string going while executing the necessary defensive actions.
Also, the player can use short PAUSES in the combo to skip the next normal attack, so he can get to the next move quicker:
PROS
CONS
Player can use finishers at any time, but the specific finisher depends on player input:
So the player will always be in a NNNN... combo which he'll interrupt with a directional finisher when needed (and with dodges, blocks and parries).
The finisher system is based on energy:
PROS
CONS
Please, let me know what you think!
- Side view: Even if the game is 3D, it will have a 2D side-view.
- Combo-based: The whole system revolves around making looong combos and being constantly attacking.
- Two attacks: The normal attack is used for regular combos, the strong attack is a finisher that can launch enemies, break through shields, knock them away...
- 1 VS many enemies: Instead of having very few and complex enemies, there will be a lot of enemies at screen, but each of them will be very specialized.
- Hard counters: The player will have to react with specific moves (attack, dodge, block, parry) to certain enemy attacks. He will also have to use specific attacks against certain defenses: Piercing attacks to break shields, barrages to destroy super armor, ground stomps to trip quick enemies...
- Special finisher: Once an enemy loses all HP it will enter a dizzy state. Dashing into them will trigger a special finisher that uses the scenery.
- Style meter: There will be a style meter that takes into account combo length, parries, last-second dodges...
- Style missions: Special prompts will appear asking the player to perform specific finishers (for example: "Throw an enemy through the window"). The player must set up and perform the corresponding special finisher to get a huge style boost.
My goal is to make something similar to this, but playable:
https://www.youtube.com/watch?v=OcTeyLXRSVA
When coming up with the details I've thought of 2 different systems, so I'd like to pitch' em both and see which one you guys think would be better (also please feel free to suggest any changes or improvements):
Musou offset
Each combo string is a series of normal attacks (N) ending on a strong attack (S). The length of the combo string determines the finisher like in Musou games, so for example:
- NS: Launcher
- NNS: Stomp
- NNNS: Stinger
- And so on...
As stated before, the player may need a specific attack against some enemies, so he needs to be in control of the combo at all times. This is achieved by using dodge, block and parry offset, which allow the player to keep the combo string going while executing the necessary defensive actions.
Also, the player can use short PAUSES in the combo to skip the next normal attack, so he can get to the next move quicker:
- NS: Launcher
- NNS: Stomp
- N-(pause)-S: Instead of getting a launcher, the finisher will skip to the next once in the sequence (Stomp).
- NNNS: Stinger
- N-(pause)-NS: Stinger. The player skips the second normal attack.
- NNNNS: Barrage.
- N-(pause)-N-(pause)-S: Barrage. The player skips the second and fourth normal attacks.
PROS
- Encourages the player to finish the current string to get to the finisher.
- Encourages the use of different combos.
CONS
- Player needs to remember all the combo finishers.
- Player needs to determine his position on the combo string, which can be difficult with the pause skips and dodge/parry/block offsets.
- May be too complex to use: Enemies will need to be more passive to allow the player to handle the combo positions and finishers.
- it doesn't seem that this complexity is adding more depth to the system.
Arkham energy
Player can use finishers at any time, but the specific finisher depends on player input:
- S: Burst
- Up+S: Launcher
- Forward+S: Stinger
- Back+S: Barrage
- Down+S: Stomp
So the player will always be in a NNNN... combo which he'll interrupt with a directional finisher when needed (and with dodges, blocks and parries).
The finisher system is based on energy:
- Using a finisher consumes one energy orb.
- Energy orbs are generated by landing normal attacks, parries and last minute dodges. 5 or 6 of these actions are required to generate 1 full orb. It's like the magic system in Bayonetta.
- Special finishers generate one full orb.
- The player can accumulate up to 5 orbs.
- If the player doesn't have any energy, using a finisher will consume 1 HP instead (max HP is 5). This consumed life becomes "recoverable", so when the player lands attacks on the enemies he will recover this HP instead of generating energy. If the player is hit before he has recovered all this gambled life, he loses all of it (+ the damage that the attack he just received will do).
- The player can use infinite finishers without having energy, but this will eventually turn all his HP into recoverable life and thus become vulnerable to being killed in one hit.
PROS
- Easier, more flexible system for the players as they can access all finishers at all times.
- This simplicity will allow for more complex enemy behaviours and layouts. Some enemies can even require several finishers in a sequence.
- Enemies can be more aggressive, as the player has all of his tools available at all times.
- Player can link finishers one after another, allowing for more creative (and spectacular) combos.
- High risk-high reward with the HP gamble system.
- Lower skill floor but higher ceiling thanks to being able to combo finishers.
CONS
- May be too simple: Most of the time the player will just be pressing the normal attack button to keep the combo going.
- Each individual normal hit loses importance, to the point that they could be replaced with autocombos like in the Arkham games with little loss.
- No need for dodge/block/parry offset as it's no functional difference between keeping the current combo string going or starting a new one.
Summary
- Musou offset: The combo used at every moment will be very important. The player will have to micro-manage every input more carefully to use combo offsets and pauses to get to the desired finisher for every situation.
- Arkham energy: The normal combo workflow is much more relaxed, so it will be easier for the player to assess the combat scenery and execute the required action. It will also allow the game to present more complex situations.
Please, let me know what you think!