CJ Fight Preview, Revised Fight Mechanics, and (kind of) Summon attacks.

Hello Heroes!

I hope all is great!

I'm now on with creating all the images for the CJ fight, and wanted to give a run down of how the fight will work, and some key changes to the fight mechanics that will affect all the fights in the game.

CJ Fight

So the next stage of our story sees the hero needing to access the DeMontfords Penthouse above the bank, to confront the Leader of the Goths. Unfortunately the only other person who is known to have a key is Paris Demontford, who is currently waiting for a match up between the Hero and her Mountainous Minion CJ!

This fight will play out like a classic WWE match, complete with ringside interference and commentators:

This will be the most characters in one place for a fight, so will hopefully be fun for everyone! Also, while the fight is repeatable, the first time you do this fight is a "main event" where everyone comes down. So winning first time will have a minor effect on the story.

Fight Mechanics

For a while now I've been wanting to look at the fight mechanics in the game to make them more fluid. In particular I'll be looking at:

  • Focus: The "focus" system (where the enemy distracts you and you have to cast "focus" to stop yourself being ballbusted). This is basically just a 50 Willpower tax or get kicked in the balls.

  • Stand Up: The system of paying 20TP so stand up. This was always a stop gap measure, as the way I had implemented QTE's for stand up was frustrating for players so I temporarily removed it and made it cost TP instead

  • Enemy move order: At present enemy moves are random. Which often leads to the same move happening over and over. I'm looking to introduce some sort of TP system for enemies, which means that their sex moves and long powerful moves occur less frequently, or under certain circumstances.

  • Summons: A new type of single-use-per-battle move that can be used in certain battles. This will call allies to help you. These will be very powerful, so should be used wisely!

New systems for these will be trialed in the CJ fight, with a view to roll them out to all fights eventually.

Active Dodge

In the CJ fight I'll be implementing the active dodge system. This will mean that before some enemy attacks, you will get a notification that you have to dodge.

This will lead to a single button, timing based QTE. Where you will have to dodge one or more attacks. Successfully dodging ALL attacks can also lead to a counter move that will help you during the battle.

So for example, with ballbust moves. The enemy will try to attack you. If you successfully dodge, then the move ends there. However if you are hit, then you are left clutching your balls and the enemy will get the opportunity to do a further sequence of attacks on you while you are vulnerable.

Stand Up QTE

I'm going to try a new version of this, rather than it costing TP.

Previously the difficulty was linked to your agility, and there was no limit on attempts. This meant that against higher level opponents, you would be caught in a loop of trying to stand up.

However now I'm looking to introduce a system where you are knocked down for a maximum of 3 stand up attempts. On the first one there will be a harder (but possible) QTE to stand up, on the second attempt there will be an easier QTE, then finally on the third attempt you will automatically succeed in the stand up.

I think this will stop people losing all their TP by getting knocked down, and will provide some challenge, while not locking out the rest of the fight.

Speed Factor

It's worth noting that speed factor will now make both the active dodge, and the stand up QTE easier while it is in effect.

That's all for now Heroes. I hope you like these ideas. Please let me know in the comments or over on Discord!



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