Area of Effects
Author - Joseph W.
Taking inspiration from MMORPG's like FF14 & WoW we wanted to add in a system that would allow us to create skill-based mechanics that were more than just "There is a projectile being fired at you". To this end we took the approach of leaving a customizable notice on the ground of the arena & after a delay acting upon all entities inside it. The earliest example of this within our development was Thor's signature ability which is shared with the hammer's ultimate of dropping AoE indicators at the player's feet that detonate after a short period of time and striking the location with a bolt of lightning. By giving the player time to adjust outside of the hazard zone we can create mechanics that require consistent moving and also the potential for fights to have a sense of randomness to them.
Since our system uses simple meshes with a custom material to create hazard zones we can make them any shape we need or want, of course including basic ones like circles & squares but we can also use custom meshes like spirals/toroids/curves and more.
Overall this should lead to fun and interactive boss fights while providing a sense of challenge that isn't available in a regular bullet hell style game
Get Proving Grounds
Proving Grounds
A arena based roguelike horde survival themed around the divine
Status | In development |
Author | NullNotZero |
Tags | Bullet Hell, Hack and Slash, Isometric, Roguelite |
More posts
- Dynamic Spline Creation - Sprint 7Jul 23, 2024
- Boss MechanicsJul 20, 2024
- Creating AI Concepts - Sprint 6Jul 20, 2024
- Projectile Offset Hit Detection - Sprint 5Jul 13, 2024
- Better AimingJul 07, 2024
- Creating LevelsJun 28, 2024
- Animation and Valhalla LevelJun 28, 2024
- Buffs/Debuffs & DoTs/HoTsJun 28, 2024
- Retargeting for Animation - Sprint 3Jun 27, 2024
Leave a comment
Log in with itch.io to leave a comment.