The Companion Art Book is a physical compendium of knowledge and reference materials, high res unused art assets and never before seen art works for the project. There are so many great artists, illustrators, writers, wonderfully creative people that I’m surrounded by and I want them in on this! I plan to commission small pieces of art to flesh out the world they can create new character that live in this world, write new lore, and punch out some rad art, all within the limitations of the history and style of this world. All work will be collected in the Companion Art Book and their pieces featured on our site once they start producing! On $200,000 Goal: I want to fully indulge this vision, so I will use the funds to further the quality of the game rather than bolster any after-thoughts. Dash Module – Multi-use gear that enables a triple speed dash can be used to evade attacks, cut across gaps and chasms, break through certain blocks and rubble and even stun enemies.If timed correctly projectiles can be reflected back at enemies for extra damage. Defense System – A rechargeable Hard Light Diamond shield which offers total protection from attacks for a short burst of time.All of these are powered by limited batteries, found scattered throughout the world. Secondary items – You’ll come across a variety of advanced weaponry, items and gear throughout your travels Light Rail Pistols, Heavy Rifles, various hi-power explosives and enemy-aware Seeker Drones. Functionality may be expanded with new modules. Sprite Companion – An indispensable personalized drone, the Sprite manages your inventory virtually, maintains your shields, seeks out hidden paths and lights the way in the darkest of times.Primary weapon – Composed of phase shifted Hard Light (also known as Solid Light), your sword acts as the primary means of offense it’s quick, brutal, and can slash through most anything.If you have any other suggestions, please let us know, we seem to be on the same wavelength. Thank you for taking the time to play the game and giving us feedback. Air Recovery however, is an ability we want to reserve for higher tier enemies, allowing you to mess with the lower tier grunts however you want. In terms of limiting air juggles, we use hitstun deterioration, so after around 6 walk up punch juggles the enemy will be able to do an air recovery (I think I’m going to nerf punch especially hard though). There are still breaks between some waves, but feedback like yours is helping us find the balance. Enemies also have much lower HP and now spawn mid wave as well. They also don’t all come in for the attack at once any more, with some loitering in the background waiting for a chance to strike. With a few tweaks it could be really You have no idea how happy it makes me to hear you say that, because those are all things we’ve been working on the last couple of months.Ĭurrently we’re experimenting with 10 different enemy types with a variety of attack ranges. I was just launching enemies and then infiniting them with walk up attack xN, which sort of defeats the point of having a complex combo system in place. You can also mix up attack types as in ranged guys that work in tandem with the melee ones, make them stay away and the melee guys protect them, that sort of thing.Īs for the combo system, it’s very free-form and fun, but maybe you should make the juggles less floaty and add some sort of juggle potential system. Come up with varied placements, make them come while you are fighting the other group instead of making them appear only once you have dispatched the previous wave, avoid “dead air” in between enemy waves, work with their placement on screen, make their behavior more varied as in make some cover some areas instead of only making them come at you. You made the AI go for your back from time to time, which is good, but their behavior shouldn’t be limited to just spawning and coming at you. There doesn’t seem to be much variety in how the waves are placed, or their approaches. In the demo enemies appear and come at you at fixed intervals. First thing that comes to mind that could improve is enemy placement.
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