Jump to content
  • Advertisement

Project: Moonrise

Gameplay Moonrise | Dev Blog #7 – Dodging

Yyanthire Studio

775 views

basicCasting2

 

Welcome to our seventh dev blog, Dodging!

 

This one slightly follows suit from our fifth blog, which features an in-depth look into our combat system, available here: https://www.indiedb.com/games/moonrise/news/moonrise-dev-blog-5-combat-an-in-depth-look

Dodging is an interesting topic when it comes to RTS-style games. Traditionally, attacks home into the target, making it impossible to escape, and the spell effects to be guaranteed.

Within the world of Moonrise, all attacks are not homing. No attack is guaranteed. Instead, spells are cast at the location of the target once the spell is released. This gives a unique element to the game in which all spells are dodgeable- Enemy casting a powerful spell at you? Be sure to act quickly and move out of the way before that warrior is slain. Explosive spell being cast at your group of soldiers? Disperse them so they are not hit by the area-of-effect. Ally trying to heal you? Don’t move, or the healing spell may miss, wasting the spell’s mana cost and leaving your low-health warrior still vulnerable to new attacks.

There is a great deal of strategy behind every dodge- whether its avoiding enemy attacks, or ensuring your healing spells take effect, you need to be constantly thinking about every single warrior you have on the battlefield and their necessary needs- sometimes, skipping dodging one warrior so you can successfully heal another that desperately needs it will keep you in that fight longer and able to reach victory.

Let’s start with the basics of spellcasting and dodging, and then dive into the more complex dodging mechanics, dodging area-of-effect spells, etc.

 

basicCasting2

 

This is the quintessential dodge. An enemy is ready to strike, but quick movement at the last possible moment allows for the damage to be completely evaded.

 

manualCast

 

There is a great deal of freedom of choice in attack commands. While the most basic is right-clicking a foe, sometimes that becomes implausible. Introducing the manual cast, also known as the ground cast. All warrior’s most basic spells can be forcibly cast on a desired spot on the ground. In addition, there are multitudes of spells that allow the same action to occur. Why is this important? Well…

 

manualCast2 RMBMiss

 

Simply casting spells at foes, especially ones that actively move, is an almost guarantee all your attacks will miss...

 

manualCast2 hit

 

Instead- what if we incorporate some additional logic into it? If we can time our attack correctly, we can successfully cast a spell right when the enemy walks over that spot, damaging the enemy, as desired.

 

flame dodge

 

Area-of-effects are much more devastating. Not only do you have to dodge the spell, you also have to dodge its explosion after the matter. It becomes increasingly important the precision at which you begin to dodge, because you now need to cover a lot more ground than prior to truly evade.

In addition- area of effects have the added mechanic of hitting more than one warrior. Meaning, you’ll need to be even more on your toes to ensure all your warriors do not get hit, not just one.

---

 

Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future!

If you’re brand new, consider checking out our trailer and overall description of the game here: https://www.indiedb.com/games/moonrise




0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By billybuddha
      Hi all...
      I'm starting development of a mobile game, and am wondering if there is or ever has been any game that has combined 2D and 3D into the same game.
      I'm not talking about a game that transitioned from an earlier 2D version into a later 3D version.
      I'm talking about a game that perhaps starts as a 2D game, then after a certain level of achievement, changes into a 3D game, or vice versa., or combines the two styles simultaneously somehow.
      Thanks for your help
    • By SquallySubset43
      Hey, everyone. I'm quite new to game development but I dabble in blender and unity. I'm just looking to see if anyone would like to collab or mentor me. I'm in the UK and just looking for someone to talk to about how to get started such as how should I start off. Should I just get a college diploma in game development or just do it as a hobby etc. 
       
      Thanks josh
    • By kensarto
      I'm looking for pointers before I get started developing one from scratch, I do not have, or plan to spend money on other peoples scripts or products to import into my project which means I can neither see how they do it, nor use their systems directly. As such, this will be entirely hand written to match what I need.

      The specifications are as follows:
      Unique Actors that prompt different conversations, whether that be an NPC conversation, or the interaction with a work station and selecting options. Branching conversation paths (and therefore a method of storing variables to short and long term store flags for different states) Localised scripts.  I do not want to have 3 or 4 different scripts on every object just for this, it would be optimal in my opinion to have a single dialog manager script, but i will be happy if i have to include an "actor" script on the different NPCs along with that. UI (arguably the easiest of the requirements that will sort itself out when I've got everything else working over time) Is there anything obvious I'm missing about functional requirements, non-functional requirements? What is the best place to get started?
    • By Titanomachy Studios
      Project Name: Condors Vs. Ocelots
      Team Size: 15ish
      Genre: Strategy RPG
      Engine: Unity
      Roles Available:
      3D Artists - generalist or hardsurface w/textures
      2D Artists - Characters, World, and UI
      C# developer/engineer(s)
      Social Media/Marketing/Community Manager
      If you feel as if you can offer the team something more that isn’t listed, we are always open to making an exception, just send your resume/portfolio to us!
      Project Length: Currently planning on release Q1 2020.
      Compensation: Rev-share
      Project Status: Vertical slice is done and iteration development has begun.
      Send emails to careers@titanomachystudios.com
       
      Must speak English and have access to a Mic.
       
      Our store page can be found here, https://play.google.com/store/apps/developer?id=Titanomachy+Studios
      Our website here,
      http://titanomachystudios.com/#/
       
      Project Story: Condors and Ocelots have been at war for generations. Battles have left some settlements in ruins. Others teem with refugees. Even away from the fighting, towns and villages suffer from having their fighting-age citizens lured away or conscripted by one faction or the other. Players control their armies and try to wipe out their opponents! Use terrain, abilities and pure cowardice if need be to achieve victory for your faction!
    • By vvoodenboy
      Greetings!

      Chaotic-neutral, rogue designer is looking for a merry companions to form a fellowship during game-development journey.
      He has a concept for a TCG and an urge to release it.
      Currently the project is in a paper-prototype-testing-tweaking stage.
      There is no concrete schedule since there are some opened questions regarding core mechanics...
      Game's IP is more-less-fantasy-with-mighty-dragons and OFC is totally a very-original-game-changing-idea... totally!
      ...with dwarfs!
      ...and dragons!
      So if you are keen to take this challenge and you have lvl 6+ skills in (and/or):
      Drawing (much much wanted)
      Coding (much wanted)
      Design (wanted)
      you may want to post some details about your interest in this project.
      This long-and-dangerous journey begins in Cambridge, UK.

      Best regards,
      V
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!