Combat Flow is vital!

 Link to proof; https://www.youtube.com/watch?v=EGzJEv3Xfo4

I knew my game was lacking something that something like Dark Souls 2 failed at! Combat flow! This is why I had the sword system boost/ overload your gun because I want the flow of the game to be there! The stamina system or any ammo-esc system with having to recharge in between actions needs to be refined/ polished to keep the player engaged/ keep the player going.

Albeit I have it where landing your hits boost your ammo timer. When you use your sword to force overload your gun and help with the ammo regen timer it feels so much better now having the ammo force fed into your gun faster via the melee system.

Combat flow also relates to every aspect;

healing

Melee

Range

etc.

Each aspect needs to match the speed and tempo of the game.

Tempo - Tempo is how many beats in said game is the world moving at, an example being DS3 every enemy is a 3 beat pattern expect for one boss. It is a simple flow but you get it, in DS1 each area has it's own beat for encounters, etc. The number of enemies, things to juggle, etc.

DS2 has a bad and clunky tempo.

Speed - Speed is how fast you need to perform said beats within the level so it's just how many actions you need to perform in a limited time window. In Neon White you can choose the speed, the more skillful you play, the faster the speed, the faster the speed the harder it is to perform said notes.

Will be adding more later

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