Build0.0010 - Rage!
IT HAS BEEN TWO WEEKS!
Yeah I know, I know... I have been busy with learning some pixel-art though, was not on holiday or something; even, I worked on background story too!
There were lots of feedback stating that the Frank's sprite was quite bad, so I took my time with Aseprite and sketched harder each day to create something viable at least for now. After failing indefinite times, I finally managed to create a few decent sprites, both for the heroes and the 'factions'.
NEW HEROES? WHAT ARE FACTIONS?
Exactly! I will create another dev-log 'very' soon to tell you all about those new characters, factions, even about the background story I was working on!
In this dev-log though, I'll be talking about some new battle features such as rage bar and different enemy attack patterns. But as I said, the next update is 'very' soon!
SHOW US THE NEW FEATURES!
Right on! As you'd imagine, each enemy attack can deal damage only if the player cannot dodge the attack; thus, creating different 'patterns' would really push the player to learn and adapt. There are currently 3 ways to dodge the attack, those being: dodging upwards, backwards and downwards.
- I created a few new attack patterns for enemies, to make combat a bit more complicated by also adding a learning curve. None of the enemy attacks will be taught by any tutorial in the game so only way to learn and recognize them will be by playing and experiencing!
- Here are the four of the new attack patterns I created, I indeed will add more variety in time but these four will be more than enough for testing the game I think, at least for now.
- As you can see, although those four attacks in total are all different animation wise, two of them aim for the top and the other two aim for the bottom.
- Other than those new attack patterns, I created a 'special' bar to later implement unique character abilities that I hope will change the gameplay a lot for each playable character!
- For now, the 'special' bar is called 'rage bar' and allows you to stun the enemy for a fixed amount of time on attack, when it's full. In order to charge it, you need to dodge incoming attacks.
- Although each unique character will have different use of the rage bar, here is how it looks for now.
WHAT'S NEXT?
The next dev-log will be mainly about the background story, characters and factions; although, I'll be working on character skills for the next feature update. I'm thinking of creating a skill bar containing the abilities of the characters and cooldown bars on top of them as placeholders, later to implement a better working and looking skill system overall.
ANYTHING TO ADD?
Yeah! Each day I'm being more and more active on Twitter and Instagram. If you're not that kind of guy who likes to read all these phrases, you can simply follow me on my social media accounts to easily check out the process!
The Champions Action RPG
An action role-playing game powered by Godot Engine.
Status | On hold |
Author | AOBee |
Genre | Role Playing |
Tags | 2D, Action RPG, Fast-Paced, Pixel Art |
Languages | English |
More posts
- Build0.0008 - Cockroaches!Sep 03, 2019
- Build0.0002 - We're getting there...Aug 29, 2019
- Let's BeginAug 24, 2019
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