WO's MELEE COMBAT & IN-GAME DESIGN (menu, ETC.)

MELEE COMBAT

We figured out how to make melee combat more interesting. It is worth introducing several new techniques that will diversify and complicate melee combat.
Here they are:

Block -allows the player to block damage from attacks with cold weapons (only with other cold weapons) (the player must aim the sight in the direction of the enemy’s strike), blocking blows will take stamina, if it is completely absent, the block will fly off. Should slow down the player’s movement speed.

Parry - if a player puts a block at the right moment (in a short period of time before taking damage), then his opponent will get a small stun, which is enough for one light blow

Kick - takes 15% stamina, deals 5 damage and pushes the enemy a short distance, if you hit the enemy’s block with your foot it will stun him, this will also be enough for one light blow

Heavy blow - will deal a small amount of damage through protection of the player, while not causing negative side effects. However, this will take more stamina than when a hit

Dash - in four different directions, costs 15% stamina, can be performed one after the other, with a small (1 second) delay.

Exact blow - when the LMC is delayed, the player will make a point strike with an increased radius, such a strike will be harder to block because the block needs to be pointed specifically in the direction of the strike, it will slow down the player’s movement by 15%

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IN-GAME DESIGN (menu, ETC.)

You can add the function of replacing background images in the menu and loading screens with your own custom or ready-made ones. You can also add more interactivity to the menu. (As it is done in the Hearthstone)

The selectors! We didn’t know where to put them, so let them be here. The game should add the ability to bind items via a radial selector (or whatever it is called) - this is extremely convenient.

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