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In the case the link is missing for the video: https://youtu.be/8Aqs0DmJOMw

In the spirit of continuation (from last entry)

In this stage of development, I wanted to prototype how the player would be able to move around in the game: Only using basic movements and actions that are available for all potential classes. As mentioned previously, the primary aim of EOTH is to create a fun and enjoyable experience, using both mouse and keyboard; sometimes in an unconventional manner (even after I was reminded of the insanity of this approach). And it will utilize a stamina system, in order to create a more engaging experience: in the sense that you won't be able to do an action without consequences. This will hopefully turn the game into a more earth-bound rpg, but I'm sure that this will cause some unforeseen consequences in the near future; which will be–hopefully–dealt with in a professional manner.

Of the video

I'm testing out different action movements, as well as see, what could fit the concept of this game: sort of a blend of both worlds of FPS, TPS, and Top-Down games. The goal is to allow the player to have more freedom of movement (not just by action clicking, which I'm baffled that is still the industry standard, in one way or another), have more control of what they're doing, not just with their character, but with their surroundings.

I've touched on this subject way-before (in a previous blog entry), in the sense that I wanted to see more engaging fights, and have the ability to influence your immediate surroundings (and the wider scale of the story; but that's for another day). That's why, another aim is to give the player the ability to not just play with puzzles, but be able to manipulate the playground to their advantage (e.g., creating obstacles for your enemies, choke-points, or new routes to traverse). Of course, the pool of choices will all depend on the abilities of your character (e.g., how strong they are), and what material you are using; as most of them won't hold for too long, as they will be also destructible objects.

You might notice that there's no ability to block attacks. That's because, the nature of the game requires you to focus on multiple things at once (especially from a bird's-eye view), and it would only hinder the player's experience, if they were to use a parry system. So-o for now, most defensive capabilities will only live as pure stats; with the exception of class based skills.

There might be another update after this, as I'm still thinking of different ways to improve upon this concept (of basic movements). As I'm aiming for a sweet spot of action and adventure; without becoming a pure clone of some sorts . . . which it might become in the end. Hope not! ?

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